6,820 Commits over 3,103 Days - 0.09cph!
reworked movement path point generation
update move trajectory offsrt and color
update move trajectory
update smoke texture / particle
fix VS text fading back in on intro anim
updated attack trajectory colors
fix for movement/trajectory glitch when switching move/attack modes after moving a unit
reverted UI_WorldMap_Mat.mat
added Arena grouping to board child transforms.
moved some files around.
BoardChildView stuff
Added SquadValidationRules, now passed into Squad.Verify() to allow more flexibility.
Added Squad.CareerRules and Squad.ArenaRules.
Changed all the shit that uses Squad.Verify to call with the right rulesets.
Ugpraded to unity 2018.blah.blah
renamed ActionCam prefab to DynamicCam.
Lots of mix tweaks and polish
More UI sounds
adding depth map shader / world space space background shader
updating sky model
update board child prefab
update highlight tile texture (removing the path stuff)
adding WIP jump pad model
Merge fixes
More sound tweaks
merge from main/soundpass2
first part of mass warnings purge
updated iTween to kill another 50 warnings
deleted unused CrossPlatformInput for more warning fixes
updated Rewired to fix more warnings
updated sky shader, adding simple cloud texture
adding temp cloud texture
updated temple A/B fog/light settings
Standalone server on .NET Core
Add the server csproj cause it was ignored before
Remove some unused (please confirm) fields from unit attack assets to make server work
Fix missing call to SetMoved on standalone server and include replay code
More replay wip, fix for starting player record order, only add game actions when in record mode.
Add the .bytes extension when it's not provided
Catch exceptions while running server, also allow it to be closed properly
updated skybox shaders
added background element on temple A environment (on separated layer to render on dynamic cam to setup later) + tweak
replay fixes, changed the way unit IDs are assigned
only add a match history entry for online matches
Verify steam id when connecting to server
moved the new move/attack path highlighting out of UnitView and into new PathView component
some PathView clean up and exposed visual variables to inspector