6,819 Commits over 2,586 Days - 0.11cph!
Use a different websocket library in the editor and standalone
More camera stuff and option. Might be something weird with squad editor camera.
grabbed and cleaned up the dynamic camera test stuff from mobile branch, added it under a hidden (for now) option
Client can connect without raknet
Server builds without raknet
Remove the map editor grid from all the map preview images
Fix the surrender button not cleaning up properly
Fix charger damage previews not accounting for armor
Highlight tiles green when they have a friendly unit but are in the chargers attack path (also two small bugs in highlighting)
Adjust tile targeting for line attacks, now supports limited height variation as well (charger uses this to go up/down), also disable terrain LOS for charger attack
Fix some charger bugs related to holes in the map (animation stopping early, pushing too little)
Fix some issues with AI in Update
Handle AI in Update instead of a coroutine triggered by events - hopefully more reliable
Fix server build (and remove some warnings)
Added option to toggle move/attack confirmation prompt. Overrides to disabled for tutorial.
Career match difficulty now goes Easy, Normal, Normal, Hard....
Practice match UI screen changes
Add an option to turn off the tutorial prompts
Added generic select next/previous input actions, bound to shoulder buttons.
Next/previous unit selection now checks for the new mapping calls.
Added UnitSelection.SelectNext/PreviousUnit() functionality and they now skip unusable (dead, no actions) units.
merge confirm actions to main
wip unit select cycling left/right based on team unit UI order
Added skip confirmation functioanlity
fixed some issues with confirmation panel UI check blocking incorrect tile clicks
fix confirm button appearing at match start
manually merged some confirm action changes from other branches, moved some UI detection code to utility class
Merged main into confirmactions and branched
variable squad size tests
Unit attack ranges can now ignore units with tiles on them.
Jumper tweaks.
Movement and path views now support jumping.
Jumper attack description
Pathfinding can now jump over empty tiles if required.
Jumper can now jump over empty tiles.
Movement.GetTilesInRange() will now strip any returned tiles with units on them. (so we can jump over units but not move onto a unit tile)
Exposed max tile climb to unit defs, use it in pathfinding code. Jumper can now jump upto 10 tiles high.
Added initial Jumper setup. Definition files, prefabs, etc.
Merged AI improvements to main
Cherry picked Booster rework
Added BestHTTP asset to 3rd party folder