4,941 Commits over 1,795 Days - 0.11cph!
Debug log now hidden in practice
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Tile highlighting changes
idle board spin speed 1 -> 1.5
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Board tile ripple effect is now 1 coroutine per ring of tiles not 1 per tile
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Refactored some stuff to new HealthChangeData.
DamageTracker reworked to use the HealthChangeData. (any future killfeed bugs, look here <----------)
Started wip CombatTracker basics.
GameInstance now has a CombatTracker.
GameInstance::ModifyHealth() now uses HealthChangeData and calls CombatTracker.
HealthChangeData now tracks the round
Added MoveData
CombatTracker now tracks movement
Force tile positions at end of ripples
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base classes for Award, Awards, AwardProcessor
Awards.Process() now runs any award processors on a CombatTracker, ready to return a list of valid awards
Most dmg award processor done.
Added award processor test script. Press A ingame in editor to output current award processor statuses.
Most kills award processor done.
CombatTracker and awards fixes.
Most assists award processor done.
Most healing award processor done.
Fix for assist processor counting healing.
Biggest multikill award processor.
First Blood award processor.
most distance award processor.
Biggest multihit award processor.
most climbed award processor.
most blocks award processor.
Added Award protobuf.
Added .ToProto() to AwardProcessor base calss.
Awards.Process can now request how many random, valid awards to get
Game host awards handling wip
Reworked some end game/xp modify/award command stuff to send awards with end game state. Not fully tested.
Added awards list ref to GameEndEventArgs so all OnGameFinished events get it
increased idle spin speed of board (well, camera)