4,941 Commits over 1,795 Days - 0.11cph!
update WIP graph panel stuff
removing graph animation and compute shader cuz they break everything
sound when xp ring slides in
adding what's new screens
replaced more text with text mesh pro, fixed one 1 wrong pixel (!!!) on tile hilighting playable unit
space wall tiling texture fix
Added movement per round graph generator
Timer text is now always visible, not just when < 33% time
Added OOPS emote category, renamed some of the others to make more sense
Moved to a class based VictoryCondition checker setup, so different victory conditions can be added to a GameInstance per match at runtime.
Added team eliminated VC checker
VictoryCondition can now have an associated condition value which the condition checker evaluates the gamestate against
basic MatchDefinition and DeathMatch definitions
MatchAction wip experiments
started refactoring loads of shit
merged rework branch to main
more victory conditions wip
wip:
match definition
game tags
victory conditions
match actions
new match actions: MACapture, MASetGameTag, MASetTeamTag
new victory condition: VCControl
wip CmdSetTag and testing
changed map/formation naming convention
adding icon font, new unit panel texture, wip UI work, changed unit panel
test map change, control lowered to 100, 2 capture tiles
wip stuff.
hardcoded tile fall to be turn 80 until I change it to be an action, so we can test control mode
update the turn banner texture/anim/script
re-enabled GlobalUI again so it doesn't break shit
moved round time from Defines class to match definition SO
MatchActions are now created and added to game instances on the fly from scriptable objects, based on match settings
moved the tile fall code outta the GameHost stuff, started making it into a MatchAction and cmd
more MatchAction and game settings stuff
Removed tilefall stuff from Defines and it all works on tags/matchactions now
Tool to find and list any multiple references to audio clips
fixes for tilefall / cmdkillunit