6,819 Commits over 2,586 Days - 0.11cph!
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
Merging with latest before fix
fixed cp order on player 2....for real
Unit bar blocks get grouped by unit type
Unit bar is now setup using Team info
Unit bar portraits
Unit bar health bars update
Path highlighting NRE fix.
deleted old HealthBlock
more wip new unit bar
merged rework branches to main
fixed merge issue
fixed mirrored cp on player 2
updated player panel ui/ texture/prefab/animation
added prefab for unit health bar
TileTopperView
CapturePointTTView
Tile toppers now register for tag changes with their tile entity
Placeholder capture point TT animation for capture points tag change
Moved some shit
board tile entities now get ids and are added to entity list
the build is now built before InitEntities is called
OnTagChange can now be overriden
Control/capture mode victory condition now caches the tiles with control points at the start of the match so it only has to check those entities
more entity manager / events