193,263 Commits over 4,049 Days - 1.99cph!
Gas station scene files, prefab
Scene organization and greybox / initial dressing pass
Fix outlines when swapping defs
Optimized SkinSet (player gender / race setup)
CmdChat, CmdEmote cleanup
Broadcast new def to the server after leaving workshop screen
Fix for server NRE
moved CmType enum to it's own file
cleaned up CmdAttack
fixed TileHighlighter NRE
more male hair and beards
Deleted unused CameraManager script, quick GameCam cleanup
Misc formatting
Added sampled coverage queries
Removed a culling debug param
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
Workshop screen locks camera / controls
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
PathHighlighter cleaned up
Moved path highlighting from TileHighlighter to a new PathHighlighter class
reworked path highlighting in TileHighlighter ready to move to a new class
Board now keeps a list of spawn tiles not indexes
Diplomatic Events now have a max number of recurring events, so each event type can be capped differently (all are set to two except for gift, you can do that 3 times)
Started work on a Diplomacy AIModule with some WIP AI gifting stuff
Blackboard data can now store a group
No NPC aim inaccuracy when facing player to buy drugs.
AI look angle rotation limit
NPC name labels stop checking for show/hide when character is not visible to player
Don't play NPC "got money" FX when they're not visible.
Added a friendly and hostile introduction conversation topics
Modified Conversations component to evaluate sensed humans not in group
Made some group conditions - IsInSameGroup and HasInteractedWithMyGroup and applied them to the existing conditions
Player Instigated conversations have issues at the moment so most of this isn't functional yet
Getting support up and running for arrays.
Added diplomacy scene to the SceneLoader dropdown
made templates for the rest of the tile highlight configs and removed all the hardcoded values
removed the now unused old highlight functions from the new TileHighlighter
fixed up wood material, added new lamp post and drainpipes, added railway stairs to scene with collision
made a TileHighlightTemplate scriptable object that can be used to configure the different tile highlights without doing it in code
added a function to TileHighlighter that takes a tile list and a template
started converting the hardcoded tile settings to the new templates
Moved all tile highlighting stuff out of BoardView and into a new TileHighlighter class, reworked all references
Added TileHighlighter class and copied the functions over from BoardView
Split destroy functions, renamed tilehighlight stuff and prep for moving tile highilighting out of BoardView
started refactoring BoardView, ripped out anything unused, started splitting functions
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