Turn based strategy system

It’s been a few days since I’ve added a major new feature, but that’s because I had to rework large parts of my pathfinding algorithm to add the newest feature: Edge costs! This means that it is now possible to create thin walls between nodes, making it possible to create much more believable dungeons, houses and much else. It is also a necessary step to be able to get height differences working the way I want.

With this in place it should be possible to designate which tiles are too high to climb from a certain angle, and which slopes are so steep that they should have added movement costs. That’s for the next update, however. For the moment, here is a short video that shows a simple dungeon built using walls on tile edges:

https://.com/watch?v=S0kfUxpmS5c