6,819 Commits over 2,586 Days - 0.11cph!
More combat system work
Fixed missing animator links on a bunch of unit prefabs
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
WIP healer model
cleanup some unit skinning/ rig
adjust metalic map on shooter, burner, slasher
rerender icons
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed
moved the helper functions out of Attack into AttackUtils
Attack.Process() now returns a list of placeholder base CombatAction steps
reorganised combat script folders
wip new combat changes, deleted AttackGrabSO and merged with AttackBasicSO, started working towards component/action based attack setup
removed some duplication functionality across attack defs before starting new combat setup
some combat cleanup, deleted now unused code/files
Temporary fix for recent combat errors
MatchActions now run on client gameinstances too
MatchDefintion settings now get applied on clients too
Added TilesRemoved to board
Fixed tilefall
UnitView quick cleanup, fixed double triggering of hit
combat fixes / rework wip
Fixed some attack issues, fixed grabber not doing damage again.
Started refactoring some attack stuff so we can setup attack behaviour for cooler attack types
Fixed a bunch of local game issues that were breaking AI matches
fixing UI intro anim for consecutive match, adding the battle UI fading during the outcome while I was at it
fixed the Invalid attack cursor offset
merged wip refactor branch and left click controls back to main
Merged the left click control branch in and fixed it again
Deleted another Apex folder
disabling loadout in main scene
update Squad editor, over UI camera stuff
Tile.MoveDirection now takes two tiles instead of 2 positions
some .position -> .tile changes
Unit now has a ref to it's Tile too
Made Board.GetUnitTile() private and made everything use the new ref instead
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
changed all the casted Unit entity references to direct Unit references in EntityManager
EntityManager now has dedicated lists for Unit and UnitView
Added a UnitView reference to Unit that gets set when the UnitView is spawned
Finished cleaning up commands
CommandQueue cleanup
Moved TileFall visual warning/destroy effects out of CmdNextTurn and into a new BoardTileEffect component
Moved the remaining tile fall functions out of BoardView into BoardTileEffect
CmdChat, CmdEmote cleanup
moved CmType enum to it's own file
cleaned up CmdAttack
fixed TileHighlighter NRE
Deleted unused CameraManager script, quick GameCam cleanup
Misc formatting
Cleaned up opponent tile hovering in Board/Tile views
Explosion debris is now set as a child of the explosion source tile so it get's destroyed with the tile.
Removed debris clearing function from BoardView now it's not needed
Moved board ripple effect out of BoardView and into a BoardRippleEffect component
Fixed TIle not getting a correct ref to it's TileView
Tile now has a direct reference to it's TileView
Removed list of TileViews from BoardView and all the old references now deal directly with the Tile.TileView