194,447 Commits over 4,079 Days - 1.99cph!
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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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
Trigger stuff
Lighting tweak
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