11,455 Commits over 3,561 Days - 0.13cph!
award panels appear at intervals and have a sound event
Crowd NRE fix for when a unit gets killed by tile fall
Added smoke position offset vector3 so smoke pos can be tweaked per unit
Terrible placeholder smoke effect gets activated/deactivated based on health != maxhealth
Set victory/defeat text colour to be the mathing team colour-ish
Fix for awards from previous games not being remoed form award UI
Award definitions can now replace %k with singular or plural keyword
Updated all award definitions to support singular and plural
removed the 0.3 delay in PlaceHolderAttackView that made units with placeholder attack effects feel sluggish
Awards are sorted by unit id first, so only one award is picked at random per winning unit
CombatTracker now directly stores a list of unit ids that get killed
Fixed assists award processor not checking if the enemy units actually got killed eventually (and therefore not actually being an assist)
Crowds now react to the match starting and their team starting a turn, damaging, killing, and winning
Crowd team ID gets set, has local/opponent materials
awards panels now show the right stuff
more award defs, award title text box bigger
AwardDefinition SO and data files
Awards now instantiated based on awards data
UIAwardPanel basic functionality
increased idle spin speed of board (well, camera)
Added awards list ref to GameEndEventArgs so all OnGameFinished events get it
Reworked some end game/xp modify/award command stuff to send awards with end game state. Not fully tested.
Game host awards handling wip
Awards.Process can now request how many random, valid awards to get
Added Award protobuf.
Added .ToProto() to AwardProcessor base calss.
most blocks award processor.
most climbed award processor.
Biggest multihit award processor.
most distance award processor.
First Blood award processor.
Biggest multikill award processor.
Most healing award processor done.
Fix for assist processor counting healing.
Most assists award processor done.
Most kills award processor done.
CombatTracker and awards fixes.
Most dmg award processor done.
Added award processor test script. Press A ingame in editor to output current award processor statuses.
Awards.Process() now runs any award processors on a CombatTracker, ready to return a list of valid awards
base classes for Award, Awards, AwardProcessor
Force tile positions at end of ripples
Added MoveData
CombatTracker now tracks movement
HealthChangeData now tracks the round
GameInstance now has a CombatTracker.
GameInstance::ModifyHealth() now uses HealthChangeData and calls CombatTracker.
Refactored some stuff to new HealthChangeData.
DamageTracker reworked to use the HealthChangeData. (any future killfeed bugs, look here <----------)
Started wip CombatTracker basics.