6,819 Commits over 2,586 Days - 0.11cph!
25% chance of playing movement action cam.
40% chance of playing attack action cam.
Never play two back to back action cams regardless.
Fixes.
fix for unit info panels not completely fading out rarely.
increased crowd rotation offset range
force final position after lerping when jumping/fly.
adjusted fog distance with new near clip plane
fixed minor UI bug on match intro / fixed player 2 portrait being flipped...again...
update unit jump curve/timing
modify jump tween ease
smoke FX now play at the start of the jump up action
update trajectory shader
hacked in a quick map editor tab toggle when in TileTopper edit mode, to switch between editing capture points and jump pads.
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.
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
jump pads are now linked dynamically at runtime, can be grouped.
added placeholder jump pad TIleTopper.
update mission notification /toast UI
Attack range pathfinding now ignores teleport tile connections so you can't shoot through portals.
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.
WIP mission panels
update UI on several window for consistency, added team color to career slot save
update icons
More UI sounds
Unit explosions and gib physics sounds
Tile fall sounds
New booster sounds
Lots of misc sound tweaks
started some Kit/KitDatabase cleanup, removed a bunch of default parameters, now using KitDatabase.DefaultLocalKitID / KitDatabase.DefaultOpponentKidID instead of values everywhere
mission fix for minutes/hours
fixed TileTopper edit mode for map editor
started making the map editor mode work again
added mortar celeb test anim to mortar anim controller
unit death delays (looks weird at the moment until we add effects or something)
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.
update customization UI adding description
tweak space environment, updated texture compression settings
increased delay before AI first move of a turn
teleport movement now has delays and effects
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)
added NeighbourConnection, stores extra info about neighbouring tile connections, such as link type: normal, teleporter, etc.
PathFinder now caches all tile neighbours on init instead of doing neighbour look ups every search
tweak customiztion UI/ camera angles
changed some material/ texture compression
mission notifications now show when returning to the menu, smoothed out some of the timings, reduced damage needed for damage missions.
added anim test key (C) to DevTools, triggers the TestAnimTriggerName trigger on all units in the match.