194,758 Commits over 4,079 Days - 1.99cph!
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
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
Some pathfinder cleanup
Renamed a bunch of functions to be more readable
Ores don't carve nav
Goblin nav update
ISerializables can now serialize on their own.
Fixed and re-enabled culling compute shader path
ISerializables almost working with all the delta shit.
Fixed erros generated when culling has safe mode enabled
moved the game instance/connection management stuff out of GameHost into a new GameInstanceDirectory class
Added workshop and ui background to game scene
Started refactoring player, player ID, and host stuff
Fix physgun halo on bouncy ball
Fixed eyelid movement & blinking
moved the actual board unit position data change for unit movement from GameInstance to CmdMove
Moved the tracked RNG out of GameInstance to it's own class
Moved some combat tracking events from GameInstance directly to CombatTracker
Renamed some events to make more sense
Playermodel male neck seam geo/skinning
Added truck painter to single player scene
Applies truck def
Refactored some turn handling stuff out of GameInstance into new TurnHandler class
Increased LeanTween limits
Refactored relationship calculation to happen once a (in-game) minute, rather than every time the state was requested
Updated diplomacy debug panel to work with last commit
DiplomaticEvents now store an AssetId to the original DiplomaticEventSettings asset
This means we can now recognize multiple events of the same type, current behaviour will just retime the existing event and not stack an event multiple times
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
Made an activity + diplomatic event for gifting
Added a Gift component to Items
If an item is marked as a Gift, it can be given to an neutral/friendly foreign unit
Rock is marked as a gift for testing purposes
Mouse over description for humans now reflects relationship status
DiplomacyRelation now stores whether the two tribes have interacted, mouse over description will still read "A Stranger..." if the two tribes haven't met