200,257 Commits over 4,140 Days - 2.02cph!
More movement WIP
temporarily disabled movement speed AI to test this
More fixes to player commanded movement.
Re-enabled movement speed AI
Added a note to explain things
Store prices use the item amount
Made the Grav-beam look pretty
map editor menu button is now set EDITOR ONLY
added Options menu button
added a modified copy of the player profile screen as a starting point for options screen
Function for getting unique list of supported resolutions, ordered highest first
setup button for unit healthbar
tweak UI position/ canvas group stuff/ anim
Fixing up several things with delivery missions and items
Mouse on mission info screen
Fixed shops, which I broke earlier. :(
Clicking a unit bar triggers the unit click event
Units are now assigned a number key 1-8 in order of unit bar appearance that can be used to select the unit
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Set tile fall match action settings in Deathmatch definition
Reverting accidentally commited ProjectSettings
AttackAreaLine can now be flagged to include up/down tiles but still check LOS
Grabber can now attack across multiple levels, as long as it has LOS to target
Added ClientMatchDefinitionSO for configuring client side game mode UI and info
Started working on something to handle sending player data when needed, but going to do it a different way. Committing this in case I ever need it back.
MatchMode UI now pulls info from client match definition. Placeholder icons.
Scene2Prefab for loading screen
made emotions get passed to eye mat propertly block if not null
Eye shape should work with sleeping now
stat current value change event now correctly invoked once the value has been set, and not before
A crime can happen at multiple locations
MatchModeUI can now have mode specific updaters
Capture match action now caches tiles with capture points.
Capture mode UI now updates with values (first round bugged)
Fixed InteractionTriggerSettings
MACapture now sets initial value of total points avaialble during it's init
Removed the SetTag command from Capture definition that was fucking the firs round
UIControlModeupdater now displays initial value
Let's actually invoke the value change event when we change the value of a ranged stat
Unit input events (hover etc) are now disabled during the match outcome screen
Added Options.proto file and updated proto buf builder batch file
Added recent crimes. These are crimes that have not been reported / observed yet
Added DataAsset.IsGameValid bool
Viewmodel source update to latest rig
MachineProcessCanProcessEntitySettings uses Blackboard.Entity key, not item
Only conditions with no blackboard writes are flagged as cachable