198,729 Commits over 4,140 Days - 2.00cph!
Bundling preprocessing fix
Each navmesh grid layer now cater to the area mask of each agent type.
changed all the casted Unit entity references to direct Unit references in EntityManager
interaction positions for shonky hut
Optimized Model.FindBone and Model.FindClosestBone and made them GC free
Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
EntityManager now has dedicated lists for Unit and UnitView
Added a UnitView reference to Unit that gets set when the UnitView is spawned
Finished cleaning up commands
CommandQueue cleanup
Moved TileFall visual warning/destroy effects out of CmdNextTurn and into a new BoardTileEffect component
Moved the remaining tile fall functions out of BoardView into BoardTileEffect
Disabled map toggle when text chat is open
More work on Navmesh Grid.
Gas station terrain splats, building/monument splats
Reduced GC caused by quickcraft (progress but still sucks)
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