12,358 Commits over 3,712 Days - 0.14cph!
Removed CmdEndTurn, players now send CmdNextTurn as an input command request
removed intro state cmd, game instance nowas game started event.
Intro anims are now kicked off in LoadGame() temporarily. BUG: this has introduced a bug with the turn banner appearing at the same time as the intro anim.
game started event for GI
moved the player ready count stuff out of game instance to gamehost
GameInstance now fires events for player ready, game built, game finished and player ready.
Removed host reference from GI
ClientInput stuff gone forever
removed Apex because it's not being used
removed a load of CIC stuff, most stuff now goes through the new merged cmd system
Move and Attack now use new cmd not cic
end turn and surrender commands work again
Cmds can now be set to be relayed or turn required, more cmd rework stuff
removed CmdKillUnit, CmdSetTag, CmdSpawn
wip merging Cmd and ClientInputCmd to one thing
nuked everything relating to CommandBlock. (broke capture and tile fall actions probably)
attacks hacked to work for now
set a forced seed for testing determenistic shit
started reworking to run everything off just the client input
AI prefers to target healers
Unit/movement can now be flagged as passable through units
Fixed attack state playing tile hover sound for non-targettable tiles
increased size of range text box on unit info panel to fit a min-max range instead of just range
Mortart now has a minimum range of 3 (to match its max range of 3)
attack range can now have a minum range, pathfinder stores distance in tiles
...and the rest.
Fixed def not getting looked up correctly from proto.
unit + attack def is now looked up once at unit init and stored, started removing all UnitDatabase.Find() and replacing with the references
Stopped BLOCKED text incorrectly appearing on 1 dmg attacks (no block now...)
Fixed CastAttackView friendly unit test so it plays the correct buff/dmg effect
placeholder Healer idle anim and state setup