218 Commits over 30 Days - 0.30cph!
Instant heal ability, OnCardPlayed event
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
Add Scales card that increases gravity
Use the correct connection for Card.PlayedBy
Add OnJump event so we can respond to jumps
Card scaling test, keep winner across maps
Increased deck size to 100
Separate MaxHandSize, so you can draw more than default hand size
Give a card to each player no matter who wins a half, extra card for the loser
Fixed additional jump logic when you don't have the required stats
Don't change fire rate on new card
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
Removed some tilt code, fixes one-card going invisible
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
Clarify loading phase text
Implement forward jump power stat, shuffle deck on generation
Don't need this anymore
Int health
This is also useless
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
Try to give a card to the last half's loser on preparation start
Show deck in card phase panel
You can play as many cards as you want
Refactor card system - cards that aren't activated disable all effect components, introduce a deck, card inventories hold cards in their hierarchy instead of holding handles to resources
Refactoring card inventories so they persist throughout arena changes
Add RoundLifetimeCardEffect
Add two new card types, CardType.GetIcon()
Take my shit out of async, fixed not being able to reload gun if we have modifiers
Improve played card groupings
Game over phase, leave game after a while
Return to menu instead
I didn't mean to comment this out
Show halves won in round intermission
Arena 2 Art Progress
https://files.facepunch.com/louie/1b2911b1/sbox-dev_S6AMad5TY8.jpg
Fixed showing the wrong other inventory :facepalm: