6,819 Commits over 2,586 Days - 0.11cph!
more practice ai options wip: ui, code, integration to menu flow
more AI options panel work
small refactor of UIMapButton to make it more reusable
wip AI quick play options panel
added AIDifficulty enum.
AISettings now takes AIDifficulty param, sets values.
Added MoveOutOfDangerChance, AttackNoMoveChance , AttackMoveChance values, control AI.Think() decisions with them.
wip ai difficullty control.
fix for capture point NRE when completely capturing a point.
rebake workerbot model for igniter, merged texture/mesh, rerender proper portrait, updated prefab
update mortar impact FX/arc projectile
fixed flipper FX oritentation
team roster background is now only shown in modal views, so in tab view you can see through to the background like the other tabs.
more units and mods available each week on the market
adding particle dissolve shader
adding particle textures
WIP rework mortar impact FX
WIP igniter tile top
updated flipper FX
update/optim burner flame
BaseAttackViewAnimEvent, FX is now parented to world instead of unit to avoid moving FX when moving the unit right after attacking
Fixed bug where non-career mode squad editor would set any picked up unit to being a biter...
reworked map database, now holds 2 lists, all maps and exposed maps.
maps can be flagged as exposed.
non exposed maps can still be loaded by the game if needed, but don't show up to the user - eg squad editor, etc.
Tutorial map is now set as not exposed so players can't mess with it.
squad tweaks.
rebuilt map database.
first career mode map is now a less daunting one for noobs.
deleted car1 map as it was still playing shit despite tweaks.
better career player map fixture generation (no sequential repeats)
map database utility function stuff
add background color to player panel portrait
set default portrait if null
wip AI squad building improvements
can now back out of career create/resume
Disable sell button interaction if player has <= 8 units (so they always have enough for a match)
reworked squad loading in squad editor, now verifies the units are still owned by the player (incase you sold a unit after making a squad).
refactored squad loading code.
added validation for squad size/unit counts and warning messages, can't start a match without a valid team.
increased win/lose cash rewards
added news item for market updates.
news items now correctly hide image BG for generic news items (ie not team specific, with a logo)
WIP selling units at market.
added sell button to UIUnit_Market
added UnitSale transaction type.
CareerMarket can now transfer units from teams to the market, awarding cash to the team.
player panels now show team logos in career matches.
added static LogoImage.GetTexture(...), reworked LogoImage to use it. create sprites using it for career match UI
fixed nickname not always showing on unit panel
fixed wrong mod slot display in squad editor
fixed logo opacity
updated unit panel now display proper info when hovering unit squad editor button
fix unit panel nickname error in the squad editor
update unit panel
fixed blank team logo image when no texture
wip career balance changes (easier teams)
bug fixes.
version++ squads++ options++
quick code/formatting clean up of UIPlayerPanel while I'm here
exposed some career stuff in UIPlayerPanel.cs
Cancel match making when starting tutorial
fixed a bunch more bugs with exiting tutorial and then doing other stuff/restarting tutorial.
auto play AI duriung matchmaking now set to disabled by default
fix career week title
tweak logo
put back the back button in the what's new panel
fixed tutorial font outline
aligned tutorial button
update drag and drop mod fixing drag area
trying out a new team unit generation method, now specify max number of mods allowed (range) per team in each division, then they get randomly distributed around the team members
tutorial played flag is now saved in player prefs, tutorial prompt no longer appears once you've declined tutorial or played it
more tutorial integration
tutorial prompt panel UI.
wip adding tutorial prompt into game mode selection.