6,820 Commits over 3,103 Days - 0.09cph!
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
tweak customiztion UI/ camera angles
changed some material/ texture compression
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PFTile now also stores a dictionary of neighbour connections by tile key.
UnitViewMovement can now handle teleport tile connections (just instantly moves the unit for now)
teleport movement now has delays and effects
increased delay before AI first move of a turn
update customization UI adding description
tweak space environment, updated texture compression settings
daily mission available timer now resets at midnight, so you can now only receive one new mission a day (up to 3 at a time)
added next mission available timestamp to PlayerRecord + protobuf.
unit death delays (looks weird at the moment until we add effects or something)
added mortar celeb test anim to mortar anim controller
started making the map editor mode work again
fixed TileTopper edit mode for map editor
mission fix for minutes/hours
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
More UI sounds
Unit explosions and gib physics sounds
Tile fall sounds
New booster sounds
Lots of misc sound tweaks
WIP mission panels
update UI on several window for consistency, added team color to career slot save
update icons
Booster unit changes. Increased move range 2->3, attack range 3->4 and it can now deal 1 unblockable dmg to enemy units. Updated attack description.
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
update mission notification /toast UI
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
update unit animation controller to work better with the jump
jump now set move float to 1 and then back to 0 at the end of the corroutine
changed dm4 a bit, added jump pads.
moving from a jump pad to a jumppad is now a 0 tile cost.
removed hit anim on jumppad land.
other fixes with new stuff.
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
update unit jump curve/timing
modify jump tween ease
smoke FX now play at the start of the jump up action
update trajectory shader
adjusted fog distance with new near clip plane
fixed minor UI bug on match intro / fixed player 2 portrait being flipped...again...
force final position after lerping when jumping/fly.
increased crowd rotation offset range
fix for unit info panels not completely fading out rarely.
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.