6,819 Commits over 2,586 Days - 0.11cph!
shader tweak
light fix
fixed menu avatar camera
Move LWRP to Packages folder, hopefully Unity doesn't delete it
Deleted LWRP documentation cause plastic got confused by it
Fixed all the alpha channel problems (LWRP is now in repo, with one change to ShaderPreprocessor.cs)
Alpha corrector changes, fix NRE when offline + saving player record
Always include the EdgeDraw shader too
Fix broken reflection probes in builds (need those unity shaders in always included shaders)
Fix window size always resetting when in windowed mode
lwrp lighting pass
adding WIP simple tile shader
tweak jump celebration anim
Disable graphics jobs (crashes in standalone builds)
Workaround for alpha channel being cleared (which doesn't work for some reason), disable avatar rendering in squad editor
Bumped up some texture settings
Add Clatter Blinn-Phong node to ASE so we can do cheaper (non-PBR) lit things
wip AIData, AITeamData, AIUnitData and pre calculating AI data once per think
Disable post processing everywhere when we don't want it on
wip AI.GetBestDMG changes (slow as shit atm)
Don't use PBR shader for arena and tiles
Scaled down that huge texture
HeightTileScorer now awards less points, starting at 0 for lowest valid tile height.
AdjacentTeamUnitPenalty scorer no longer includes the current unit's position when checking future tiles.
Removed the completely pointless and score skewing HealingTileScorer
TileScorer debug visualiser now displays score tiles, can toggle individual scorers in the calculation.
renamed AI namespace, TileScorerSetting, added scored visualizer (still wip) to Board in scene
more shader and warning fix
updating text mesh pro, adding missing character to get rid of the warning spam
Added TileScorerType, tile scorer list now a dict by type.
Started tile scorer debug visualiser.
fixed attack particle event rotation
tweaked some attack FX / decals
Slowed the career mode AI difficulty ramp. First 2 matches are easy, next 2 are normal, rest are hard.
Set default practice match AI difficulty option to Normal not Hard.
Re-enabled AI emotes and disabled them correctly just for mobile (until I look into why emote loading is failing on mobile)
Basic booster AI for new attack
tweak decal shader, render pass order, fx to reduce clipping
FX layer/ decal replacement pass
replaced decal in tile toppers, adding decal layer to main directional light
pass on FX layer
adding transparent lit render pass (decal), and tweaked the render order
replaced explosion decal, removed the offset on the tile highlight/waring to avoid aliasing(offset done in the shader depth instead)