6,819 Commits over 2,586 Days - 0.11cph!
increased idle spin speed of board (well, camera)
Added awards list ref to GameEndEventArgs so all OnGameFinished events get it
Reworked some end game/xp modify/award command stuff to send awards with end game state. Not fully tested.
Game host awards handling wip
Awards.Process can now request how many random, valid awards to get
Added Award protobuf.
Added .ToProto() to AwardProcessor base calss.
most blocks award processor.
most climbed award processor.
Biggest multihit award processor.
most distance award processor.
First Blood award processor.
Biggest multikill award processor.
Most healing award processor done.
Fix for assist processor counting healing.
Most assists award processor done.
Most kills award processor done.
CombatTracker and awards fixes.
Most dmg award processor done.
Added award processor test script. Press A ingame in editor to output current award processor statuses.
Awards.Process() now runs any award processors on a CombatTracker, ready to return a list of valid awards
base classes for Award, Awards, AwardProcessor
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Force tile positions at end of ripples
Added MoveData
CombatTracker now tracks movement
HealthChangeData now tracks the round
GameInstance now has a CombatTracker.
GameInstance::ModifyHealth() now uses HealthChangeData and calls CombatTracker.
Refactored some stuff to new HealthChangeData.
DamageTracker reworked to use the HealthChangeData. (any future killfeed bugs, look here <----------)
Started wip CombatTracker basics.
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Board tile ripple effect is now 1 coroutine per ring of tiles not 1 per tile
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idle board spin speed 1 -> 1.5
Tile highlighting changes
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Debug log now hidden in practice
wip usable unit highlighting (with bugs)