4,871 Commits over 2,068 Days - 0.10cph!
more wip tile mesh combining tests
merging in tile stuff so far
wip reworking some tilefall stuff
Fix for kill feed NRE with deaths to tilefall without any damage being done previously in the match.
Disabled shadow casting for bottom level tile tops.
Delete tile sides after mesh combining.
set scripting runtime version to .net 4x
merge from client changes branch
moved ArenaView setup from GIViewer to PlayerAreasView, where it should be done.
bunch of cleanup/refactor pt1
Fixed crowd not working on 2nd match (new bug)
Doubled the resolution of the jump curve cache, moved cache to CrowdRow instead of each CrowdMember.
merge from crowd branch (just spotted a white crowd bug though)
fixed menu button hovering issues caused by the overlapping play button image.
added option to toggle realtime portrait rendering. Always enabled during the fullscreen intro, then turned on/off for the match.
bit of crowd member cleanup.
crowd update no longer allocs, moved to fixedupdate.
Added tile dust prefab link to Tile definition files, set all existing tilesets to use my new placeholder effect.
Added placeholder dust effect.
wip nicer trophy rotation (getting latest)
ClientBot ai settings now ignore dangerous tile checks (optim)
AI profiling.
Some quick AI optims.
ClientBotConfig empty constructor
GameHost.OnClientCmd now outputs the cmd type that was received for an invalid GI.
Added more client bot config options:
-CmdIntervalMin/Max
-JoinMatchMaking
-RejoinMatchMaking
-If no steam IDs are specified, will assign each bot a steam id based on Environment.TickCount + i
only send tile cursor hover event to server after hovering a tile for 0.5 seconds.
increased max clients to 10,000
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added ClientBotConfig, can specify steam IDs to use for bots, bots cycle through the steam IDs when connecting, added client auth overriding for bots.
simple bot AI think scheduling
bots rejoin matchmaking after a match finishes