200,283 Commits over 4,140 Days - 2.02cph!
Set victory/defeat text colour to be the mathing team colour-ish
▇ ▍█▊ ▋██▄▊▍▆ ▉▊▍▊▅
!▌ ▇▌▅█▍▅▄▄ ▇▉▉ ▍▌█▍
Terrible placeholder smoke effect gets activated/deactivated based on health != maxhealth
Added smoke position offset vector3 so smoke pos can be tweaked per unit
Crowd NRE fix for when a unit gets killed by tile fall
award panels appear at intervals and have a sound event
basic anim controller and anim setup for game outcome
impulse 200 no longer crashes without an active weapon
Upgrade to 5.6.1
Deleted UnityVS folder cus it was breaking stuff with new version and doesn't seem to be needed anyway?
Anim controller/anim on awards
Awards go to unique units first then uses duplicate units if they have awards and we're below the requested award amount
Fixed shitloads of warnings.
▄ ▌▋▊ █▆▅▄▍▋▌ ▊▄▋▌▇
!▍ ▊█ ▋▉█▋▅▊▇▉/ ▌▄▉▆ ▆█▊▉▊█▍▋
Tile highlights now get parented and positioned with the tile colum in TileView::SetHeight()
Compile fix (bad unused directive)
set global ui active again
█ ▌▌▅▆▄▄▉ ▄▅▋▅▅▄
!▍ ▄▍▆▆▍▊▋▉▊ ▍▌▉▉▅
Putting the steps together.
Working on a more generic one-user-at-a-time interaction system
Improved my single user interactable base class
Payphones spawning on maps
Basic phone interaction scripts.
Made a basic (non-functional so far) payphone interface
Various UI stuff, improved options/scenario prep
▅ ▋▄▅▍▌▋ █▇▄█▆▉▋ ▅▆▅▊▍, ▉▋▇▅▌ ▊▌█ ▌▆▊█ ▋▄▄▅▋, ▄▊▅▊▆▊▋▇ ▍▇▆ ▊▋▌▋▍▍ ▄▆▋▉ ▆▉▄▇▍ ▆▊▉▊ ▅█▊ █▆██ ▇▇▄▊▌
!▌ ▆▊▌▄ █▌▉▋▍▋ ▇▆▌▄▅
First iteration of new Decision Maker based on Modules up for evaluation (untested at runtime).
Check with DM whether the Module is active/valid before we try to score it.
Goal now holds on to its DecisionMakerModule, and just forwards DMM's AIModuleSettingsWrapper instead.
Probably a good idea to instantiate GPV in DMM.
office lift texture set + mats
Fix DMM GPV and how Agent+DM was interacting with it.
█ ▄▋▆▌▍ ▋▍ ▆▋▋▆▇▅▌, ▊▇▄ ▊▄▉▅ ▊▊▋▄▋▆▋█▅ ▇█ ▌▄ ▇▉▉▊█▇ ▅▉▇ ▆▇▅▉▌▊▋
office plastic_panels_b texture set + mats
FindBestModule should probably not always return false.
Goal Plan's final score is now multiplied by the module weight rather than Goal.
GPV now holds a CalculateScore() rather than duplicating the formulae all over the place.
Remove Module weight from Goal Plan score evaluation.
Goal.ModuleWrapper can be null when the GPV is player instigated, so let's check for it.