12,375 Commits over 3,742 Days - 0.14cph!
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff.
added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
season sponsorship objective is checked for completion and completion bonus awarded
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
added a temp default squad for car1 map to allow for ctrl-t builds again
added wip DoTileDamage match action
signing a sponsorhip deal now grants any signing bonus
added and hooked up a bunch of actions/callbacks for handling sponsorship selection
added CareerUIUtils.IntToOrdinalString()
updated COLeaguePosition to use ordinal strings for position objectives.
added SeasonSponsorParams, set some placeholder values for them, use them in generating season league position sponsor offers, based on player's league.
sponsor prefab update with button, mouseover stuff
disabled career scene object
sponsor/objective UI prefabs, scripts, wip.
more sponsorship stuff, prefab
CareerSponsorship, CareerObjective, SponsorshipReward wip stuff
added (blank) panel prefab for league sponsor selection.
league sponsorship selection action now displays the panel and completes on close.
career modal panels can now take an action function to call when the panel gets closed (by being popped off the stack).
opportunity generaction action now waits for panel close callback to complete the action.
league sponsor actions wip
move pre and post match actions to new action list stuff
CareerAction oncomplete stuff
wip CareerActionList, moving career event executing/handling to a proper setup
mod inventory appears on unit detail card when browsing player owned units
unit detail view card mod slot UI now works
can now buy mods at the market
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
more jumper/leaper unit experiments
knockback unit experiments
change to AI advancement ordering
biter dmg increased 3->4
career gen tweaks
career unit health bars now show equipped mods (placeholder)
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks