4,941 Commits over 1,795 Days - 0.11cph!
updated the release test checklist
Added click and mouse enter/exit events to unit bar buttons
fix end turn button
tweak menu WIP
tweak unit health button
Entity tag values are now hidden behind function calls so we can manage entity tag updates
moved direction from a property to an Entity tag
Moved tactical view from ALT to CTRL keys
Can now hold ALT key to move the camera incase you don't have middle mouse button
updating turn timer, end turn button frame , with animation and script related to it
Added OptionGeneric for when you want an option just to be used with .Value or .Enabled, and don't need a specific implementation
added Value and Enabled helper functions to Options
Options are now serialised.
Options are loaded on startup and saved when the option screen is closed.
Refactored options to be simpler.
Added an AudioMixer and AudioMixerGroups for Master / Sounds / Music
Audio definitions can now be flagged as music clips
AudioManager adds audio sources to the correct sound/music group
Volume sliders for sound/music/master
Basic options functionality (not serialised yet)
Dropdown and Slider prefabs
Video, audio, game categories
renamed dm7 map to control 1, changed it's default squad to include grabber
CmdSetTag now stores the tag delta change value in the tag when changing values
Added floating capture point text to capture point tile topper, when capturing
Added Options.proto file and updated proto buf builder batch file
Unit input events (hover etc) are now disabled during the match outcome screen
MACapture now sets initial value of total points avaialble during it's init
Removed the SetTag command from Capture definition that was fucking the firs round
UIControlModeupdater now displays initial value
MatchModeUI can now have mode specific updaters
Capture match action now caches tiles with capture points.
Capture mode UI now updates with values (first round bugged)
MatchMode UI now pulls info from client match definition. Placeholder icons.
Added ClientMatchDefinitionSO for configuring client side game mode UI and info
AttackAreaLine can now be flagged to include up/down tiles but still check LOS
Grabber can now attack across multiple levels, as long as it has LOS to target
Set tile fall match action settings in Deathmatch definition
Units are now assigned a number key 1-8 in order of unit bar appearance that can be used to select the unit
Clicking a unit bar triggers the unit click event
tweak UI position/ canvas group stuff/ anim
setup button for unit healthbar
Function for getting unique list of supported resolutions, ordered highest first
map editor menu button is now set EDITOR ONLY
added Options menu button
added a modified copy of the player profile screen as a starting point for options screen
Renamed some ModeDisplay child objects (and their references in animation)
Added UIMatchMode to ModeDisplay which gets called with the current game type
UIMatchMode items are split into generic and mode specific values in code
battle ui doc
UIBattle now listens to game created event
added MatchType enum to gameinfo/protobuf/match definition
Removed accidental zombies mode. Version++
Test fix for team order
Version++
modified intro for the game mode display stuff
tweaked cp bar to be more flexible in case we need more or less than 3 cp
setup background color for the unit health bar, added a small trim to be a bit more readable
Fixed unit health bars
Local/opponent colours for unit bar