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269 Commits over 92 Days - 0.12cph!

2 Months Ago
Combat sound overlap fixes, create spectator prefab, don't create player if we're spectating
2 Months Ago
Clamp gravity to a sane amt Validate deck inventory WIP big refactor to support non-playing players (spectators)
2 Months Ago
Fixed a couple bugs from test
2 Months Ago
Bit of docs, clean up
2 Months Ago
Update weapon modifiers to use new stats syntax
2 Months Ago
More stats work
2 Months Ago
Use base stats as reference point for modifiers Few missing stats Further stats/modifiers refactoring
2 Months Ago
Broadcast combat sound instead of just playing on the host Added ready up sound Collect halves_won, rounds_won stats Kills, Deaths stats Played card stats Ability activation stats Stats for each card type, card name Record game wins/losses via stat
2 Months Ago
Quick ability fix
2 Months Ago
Only progress if all players are ready
2 Months Ago
Preparation phase is ready-up based instead of time-based
2 Months Ago
Fixed Playing On text
2 Months Ago
Update AbilitiesUI.razor
2 Months Ago
Removed separate run/walk/duck speeds. Just have speed, then a slow walk speed
2 Months Ago
Events for controlling wish velocity, if we can jump, if we can shoot
2 Months Ago
Ice skates spawn much rarer
2 Months Ago
Increase damage effects Add ice skates, friction control stats Bullets come out of the camera, but effects come out of the gun
2 Months Ago
Fix for ability effects
2 Months Ago
Fixed ability networking
2 Months Ago
Docs Fixed showing the wrong opponent client information in CardPhasePanel
2 Months Ago
Fixed proxy logic
2 Months Ago
Ability stacking, can only use the last ability in a row
2 Months Ago
Instant heal ability, OnCardPlayed event
2 Months Ago
InputHint, Abilities UI
2 Months Ago
Ability cards working, add immediate reload card w/ ability - need to add ability UI next
2 Months Ago
CardAbility skeleton
2 Months Ago
Add Scales card that increases gravity
2 Months Ago
Use the correct connection for Card.PlayedBy
2 Months Ago
Add OnJump event so we can respond to jumps
2 Months Ago
Card scaling test, keep winner across maps
2 Months Ago
Increased deck size to 100 Separate MaxHandSize, so you can draw more than default hand size Give a card to each player no matter who wins a half, extra card for the loser
2 Months Ago
Fixed additional jump logic when you don't have the required stats
2 Months Ago
Extra jumps
2 Months Ago
Healthy is a Target card
2 Months Ago
Don't change fire rate on new card
2 Months Ago
Hollow Point card
2 Months Ago
ForwardJumpPower uses normalized wish velocity so you can still jump up without being bumped forward
2 Months Ago
Removed some tilt code, fixes one-card going invisible
2 Months Ago
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
2 Months Ago
Clarify loading phase text Implement forward jump power stat, shuffle deck on generation
2 Months Ago
Don't need this anymore Int health This is also useless
2 Months Ago
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
2 Months Ago
Try to give a card to the last half's loser on preparation start
2 Months Ago
Quick fix
2 Months Ago
Show deck in card phase panel
2 Months Ago
You can play as many cards as you want
2 Months Ago
Refactor card system - cards that aren't activated disable all effect components, introduce a deck, card inventories hold cards in their hierarchy instead of holding handles to resources
2 Months Ago
Refactoring card inventories so they persist throughout arena changes
2 Months Ago
Add RoundLifetimeCardEffect Add two new card types, CardType.GetIcon()
2 Months Ago
Cards can be deactivated