6,820 Commits over 3,103 Days - 0.09cph!
update slot icon/ mini unit frame
tweak portrait color mat
fix/change mod icon in the market tab
WIP detail card updating the proper info per unit
CareerSponsorship, CareerObjective, SponsorshipReward wip stuff
more sponsorship stuff, prefab
update unit detail card to be drag from larger area/fixed the random shuffling when cards were drag more than once at a time
fixed detail card info not updating
sponsor/objective UI prefabs, scripts, wip.
disabled career scene object
update career unit detail panel
set team color for the team view/detail unit
sponsor prefab update with button, mouseover stuff
added SeasonSponsorParams, set some placeholder values for them, use them in generating season league position sponsor offers, based on player's league.
added CareerUIUtils.IntToOrdinalString()
updated COLeaguePosition to use ordinal strings for position objectives.
added and hooked up a bunch of actions/callbacks for handling sponsorship selection
signing a sponsorhip deal now grants any signing bonus
added wip DoTileDamage match action
added a temp default squad for car1 map to allow for ctrl-t builds again
trying to fix text mesh pro text constantly updating
Added a season sponsorship to career.
CareerAction now keeps a reference to career isntance
CAChooseLeagueSponsor now sets the chosen sponsorship as the season sponsor.
finished refactoring sponsorship selection UI to be usable for any sponsorship offer, not just seasonal
season sponsorship objective is checked for completion and completion bonus awarded
added CareerObjective.GetProgressString() virtual function.
added a GetProgressString() for COLeaguePosition.
bit of UICareerRoot cleanup.
moved test tile damage code to a new TileDamageCombatAction to work with the rest of the combat action list stuff.
added triggers to tile damage match action at the start of each turn to Deathmatch and Control match definitions.
added new prototype unit: Igniter (temp name until we decide how it's attack looks). Sets fire to tiles for 2 turns, doing damage to any unit on a tile at the start of each turn for 2 turns. It's using the worker model for now.
refactored AI tile fall avoidance to be more generic, so I can add any tiles with tile damage effects to it next...
added Board.GetTilesWithDamageEffect()
AI now avoids/moves off tiles with damage ticks (tile fall tiles take avoidance priority still as they're insta death)
attacks now can specify if the regular damage attack should be applied or not.
Fixed igniter unit not being able to directly target units.
units moving to escape dangerous tiles will now look to move somewhere they can also attack a unit from first
refactored some attack damage calculation functions.
added BuffMin and BuffMax properties directly to Unit (they check the unit tag values)
tile burning damage effect now applies the attacking units damage range as the damage, not a hardcoded value.
updated Igniter attack description string to reference damage variable
added NE, SE, SW, NW directions to Direction enum
BoardUtils.GetTransformedBoardPoint and Board.GetTIlesInDirection can now handle new directions.
Flipper can now correctly target empty or friendly tiles
Burner can now also fire diagonaly!
Launcher can now attack any immediately adjacent tile.
Reworked BoardUtils.GetTransformedBoardPoint() to step through one tile at a time, checking bounds, to allow for diagonal attacks to be correcty clamped to the board.
added Tile.GetPivotDirection() to get a a cardinal direction from a tile to an adjacent tile
updated UnitAttackAreaLine to work with diagonal attacks
added UnitLoopAttackRange
deleted UnitLineAttackRange as its not used (never was)
Launcher attack LOS change.
Fixed some AI functions not correctly checking attack tile type, so they can't cheat by firing at blank tiles any more.
mod slots are now clickable buttons, init takes an action
UIUnitModSlots listens for clicks
more modslot clicking actions/setup