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6,819 Commits over 2,586 Days - 0.11cph!

7 Years Ago
scene change for last commit
7 Years Ago
hotkey do toggle UI (fps test
7 Years Ago
Added vsync and shadow opions to video section
7 Years Ago
32bit fix
7 Years Ago
Ship win64 instead of win32
7 Years Ago
..
7 Years Ago
Deleted old files
7 Years Ago
..
7 Years Ago
Updated Facepunch.Unity
7 Years Ago
Fix
7 Years Ago
Jenkinsfile report build errors
7 Years Ago
Moved SteamLibraries to Editor folder
7 Years Ago
Switched to Facepunch.Steamworks Fixed avatars using linear
7 Years Ago
Attacks now have a BuffMin/BuffMax which can be used for positive attack effect ranges. Healer now does 1-2 unblockable damage to enemies or 5health to a friendly.
7 Years Ago
Reworked healer again to be a single target, higher range, 5 health heal. Healers limited to 1 per squad. Rebuilt default squads to only have 1 healer.
7 Years Ago
version++
7 Years Ago
Biter health 6->10, attack 6->3 Added UnitCategory to UnitDefinitionSO, categorised units.
7 Years Ago
Hacky fix for selected units blowing themselves up leaving them selected (need to move SetNextState stuff from command to commandblock soon instead)
7 Years Ago
Fix for burner self targetting sometimes (?)
7 Years Ago
AI move-attack now correctly checks if units can move
7 Years Ago
version++
7 Years Ago
Burner damage range is now 3-4 up from 2-4 Launcher attack no longer LOS checks units
7 Years Ago
reworked local games to use Invoke for turn timer instead of system timer, to fix local games breaking on timeout (threading issue)
7 Years Ago
Fixed tilefall
7 Years Ago
Don't send tile hover mouse events to the server when playing the AI
7 Years Ago
Can now play more than one AI game in a row without it breaking. Fixed multiplayer mode not working properly. Version++
7 Years Ago
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
7 Years Ago
AI best dmg scoring stuff (wip)
7 Years Ago
more
7 Years Ago
now requeues after a match finishes
7 Years Ago
more, bot build tool
7 Years Ago
reworking some combat code stuff
7 Years Ago
more
7 Years Ago
added some batch files for bot army, more headless player client stuff
7 Years Ago
more
7 Years Ago
batch client test
7 Years Ago
some quick AI optim, wip AI damage stuff
7 Years Ago
Deleted the commented out, old hit % code, as it's now always 100%
7 Years Ago
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
7 Years Ago
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
7 Years Ago
Random squad generation wip
7 Years Ago
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
7 Years Ago
each GameInstance now has it's own System.Random instance and stores the seed. added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test attacks that use a damage range now use the GI function not unity's
7 Years Ago
Added TileFall match action back to Deathmatch definition Fixed TileFall to use the new tag change system. Works again now.
7 Years Ago
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
7 Years Ago
added Available flag to MatchDefinitionSO GameHost will now only pick from available match types
7 Years Ago
adding icon font adding WIP attack info on unit panel
7 Years Ago
merged mapdb to main
7 Years Ago
GameHost now picks a random game mode each match
7 Years Ago
updated dm1 map to work