4,941 Commits over 1,795 Days - 0.11cph!
Burner can now also fire diagonaly!
Launcher can now attack any immediately adjacent tile.
Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board.
added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile
updated UnitAttackAreaLine to work with diagonal attacks
added UnitLoopAttackRange
deleted UnitLineAttackRange as its not used (never was)
Flipper can now correctly target empty or friendly tiles
added NE, SE, SW, NW directions to Direction enum
BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
updated Igniter attack description string to reference damage variable
refactored some attack damage calculation functions.
added BuffMin and BuffMax properties directly to Unit (they check the unit tag values)
tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
attacks now can specify if the regular damage attack should be applied or not.
Fixed igniter unit not being able to directly target units.
added Board.GetTilesWithDamageEffect()
AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff.
added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
season sponsorship objective is checked for completion and completion bonus awarded
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
trying to fix text mesh pro text constantly updating
added a temp default squad for car1 map to allow for ctrl-t builds again
added wip DoTileDamage match action
signing a sponsorhip deal now grants any signing bonus
added and hooked up a bunch of actions/callbacks for handling sponsorship selection
added CareerUIUtils.IntToOrdinalString()
updated COLeaguePosition to use ordinal strings for position objectives.
added SeasonSponsorParams, set some placeholder values for them, use them in generating season league position sponsor offers, based on player's league.
sponsor prefab update with button, mouseover stuff
set team color for the team view/detail unit
update career unit detail panel
disabled career scene object
sponsor/objective UI prefabs, scripts, wip.
fixed detail card info not updating
update unit detail card to be drag from larger area/fixed the random shuffling when cards were drag more than once at a time
more sponsorship stuff, prefab
CareerSponsorship, CareerObjective, SponsorshipReward wip stuff
fix/change mod icon in the market tab
WIP detail card updating the proper info per unit
update slot icon/ mini unit frame
tweak portrait color mat
added (blank) panel prefab for league sponsor selection.
league sponsorship selection action now displays the panel and completes on close.
career modal panels can now take an action function to call when the panel gets closed (by being popped off the stack).
opportunity generaction action now waits for panel close callback to complete the action.
league sponsor actions wip