6,819 Commits over 2,586 Days - 0.11cph!
started reworking to run everything off just the client input
AI prefers to target healers
fixed intro anim not playing animation on player panel
adding UI extentions
updating text mesh pro
optimizing player panel/cleanup anim/ tweak
Unit/movement can now be flagged as passable through units
Fixed attack state playing tile hover sound for non-targettable tiles
increased size of range text box on unit info panel to fit a min-max range instead of just range
Mortart now has a minimum range of 3 (to match its max range of 3)
attack range can now have a minum range, pathfinder stores distance in tiles
...and the rest.
Fixed def not getting looked up correctly from proto.
unit + attack def is now looked up once at unit init and stored, started removing all UnitDatabase.Find() and replacing with the references
Stopped BLOCKED text incorrectly appearing on 1 dmg attacks (no block now...)
Fixed CastAttackView friendly unit test so it plays the correct buff/dmg effect
placeholder Healer idle anim and state setup
made a shitty placeholder healer attack anim so it at least has something
Added asset store heal particle pack, added healer heal effect.
Added CastAttackView which can do damage or buff effects depending on target.
Friendly range indicators
Hide the keyboard number key on unit portrait when unit dies
Fixed health bars not updating on tile fall death
Added UnitListsEventArgs which is used by the range indicator events. Event how receives a list of friendly buffable units and a list of enemy damagable units
MoveState cleanup, fixed the same bugs AttackState had with cursor logic.
Change heal highlight colour slightly
started some MoveState tidy up
added SupportColour and SupportAreaColour color properties to BoardView for tile highlighting, set better but still placeholder colours.
Fixed the longstanding bug where attack hovering units after a tile or attacking unit doesn't show the attack cursor correctly
Fixed some cursor image logic bugs, support cursor now correctly shows when healing and attack cursor when targetting a friendly unit with an AOE dmg
Fixed a bug where when in attack mode, you were unable to select another unit that had already moved that turn.
More healing/friendly targetting tile highlighting.
Started cleaning up AttackState.cs because
wip tile highlighting for buff/heal of friendly units
Healing tile scoring is now 15 + the amount we could heal for, so more wounded units get priority
AI will heal in some (basic) situations
Map editor fix for checkign existing filenames when creating new ones
remade DM3
remade DM2 map with new map DB settings
AI now prefers to advance units furthest at the back when default moving
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.
Grabber anim setup so it plays shoot anim properly
Disabled shadow casters on grabber line renderers
Command queue now stores outgoing client input history
added initial Replay.proto definition
Added BuffString() which returns Min-Max buff range as a formatted string and can be referenced from descriptions with %b.
Updated healer attack description.