6,819 Commits over 2,586 Days - 0.11cph!
career modal panels can now take an action function to call when the panel gets closed (by being popped off the stack).
opportunity generaction action now waits for panel close callback to complete the action.
league sponsor actions wip
move pre and post match actions to new action list stuff
CareerAction oncomplete stuff
wip CareerActionList, moving career event executing/handling to a proper setup
update logo generator to avoid duplicate model
update amplify shader
randomize team color
update logo stuff and career UI
updating team logo stuff (still not working but not breaking anything ~)
tweak career UI (scroll view speed etc)
mod inventory appears on unit detail card when browsing player owned units
unit detail view card mod slot UI now works
can now buy mods at the market
added a ModInventory to CareerMarket, protobuf, serialization.
New mods generated for the market each week, show up in UI.
more jumper/leaper unit experiments
adding missing models...
reverting top hat material
update amplify shader
update WIP logo stuff
adding placeholder models
knockback unit experiments
change to AI advancement ordering
biter dmg increased 3->4
career gen tweaks
career unit health bars now show equipped mods (placeholder)
Deleted duplicate Unit_MiniFrame prefab, dunno why it's there so hopefully nothing breaks
added AdjacentTeamUnitPenalty, scores down tiles that put you directly next to team mate units (so they're less likely to get AOEd)
Increased in-range tile penalty of EnemyRangeTileScorer
increase score bonus of HeighTileScorer
Increased healer AIAdvancePriority 0.0 -> 0.4f
AI tile orderinging fix (orderby->thenby)
reverting burner material
fix for AI advance-move not ignoring tilefall tiles
updating amplify shader
more wip logo stuff /adding shader
more wip tilefall avoidance AI (will move out of tilefall, won't move in - maybe)
CareerUnitMod can now have multiple modifiers. Health modifier now modifiers current and max
reworked mod slot UI stuff, now works.
rough wip getting AI to move out of tilefall tiles
fill unit mod slots with a few random mods (not shown in UI yet)
some career tweaks
Add some test mods to player inventory on career creation
Added Mods.RemoveAll()
Added CareerUIUtils.GetModSlotColor(CareerUnitMod mod)
Started making UIMod base clase work to show mod type colour