255,044 Commits over 3,990 Days - 2.66cph!
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
Disable physics replication
Force prop physics off every tick client side
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
Add Debug drawing binds. Added physgun beam drawing (debug draw for now). Add Transform class. Bullet spread now plays impact sounds for each different surface.
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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Re-enabled shore wetness on terrain shader
Forced occlusion culling to always use pixel shader fallback
AI Footstep sound stuff.
Screen shake.
Various other things.
Created a BoardUtils class and moved a few functions from Board to it
Fixed some warnings
removed test script from scene and deleted
Added a GetIndexOfTile(Tile) to Board and moved a bunch of calls to it
Some movement refactoring
Add ConstraintAxisLock. Physgun freezing.
Trigger stuff
Lighting tweak
Added WasRecentlyRendered
Physgun can pick up ragdolls
fixed diamond hitbox length
bullet sprites can be offset from hitbox, diamond bullet collision fixes
Broadcast PhysGun Shutdown to make sure clients release grabbed entity
DestroyLater should still trigger a shutdown once complete. Add OnShutdown event so external entities can know when another entity shutsdown. Physgun release on self shutdown or grabbed entity shutdown.
Fix random playing of hurt sounds
Only allow one physgun to grab an entity at a time
Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources)
Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts.
fixed the lr300 viewmodel attack animations being all jerky
Refactored a bunch of Attack class helper functions, removed old block chance code, shortened a bunch of function signatures
Moved attack side calculation helper function from Unit to Attack
Various AI related improvements.
Spider looks better, because totally important.
More board/pathfinder cleanup
Started changing functions to use BoardPoint instead of x,y where possible