199,032 Commits over 4,140 Days - 2.00cph!
Detail overview Unit icons are now clickable
Hunting score tweaks
reworked map database, now holds 2 lists, all maps and exposed maps.
maps can be flagged as exposed.
non exposed maps can still be loaded by the game if needed, but don't show up to the user - eg squad editor, etc.
Tutorial map is now set as not exposed so players can't mess with it.
squad tweaks.
rebuilt map database.
Fixed BuildingStatusElement showing when it shouldnt
Crabs get wet. (important)
Fixed BuildingStatusElement showing twice for addons and buildings with addons under construction
Fire torrent spell ignites.
Cleaned some shit we don't need.
Sky dome date has a moon.
Slightly improved the shitty mountain texture.
first career mode map is now a less daunting one for noobs.
deleted car1 map as it was still playing shit despite tweaks.
better career player map fixture generation (no sequential repeats)
map database utility function stuff
Accidentally fleshed out the testbox arena a bit.
Vamp knight footsteps aren't so super loud.
compound progress backup
scientist sentry turret greybox
disable player command cooldown on being hit in combat
Test to replace Angle with pure Dot product when testing FOV.
Ported some senses visualisation back from Ruin
rejigging priority on secondary slot to make sure people equip weapons
Can use weapons while in the air
combat timeouts to TimeSince and a bit more generous
Integrated the other trigger types into my UI system. All done now.
Added condition for movement modes being enabled to avoid spamming the movement mode AI
Some optimizations to NPCs. In particular range optimizations and reduced gc alloc.
Wrapped spell debug stuff behind spells.debugvis convar
Spell tweaks.
Buck death fix.
Working on a better UI display system for game modes, that will fix the players alive UI and generally mean less work in the future
Fix for the T4 template HasChanged check on strings. Strings were always returning HasChanged false since the value started on null, and they were missing the case where prev was null and current is non-null.
Fixed some cone spell issues
Cone fx works while moving
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Cone spell fx that collides with world layer.
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
AI now has vision and hearing senses, proper FOV
Added stealthbox
Add haveInited check as a workaround for double OnClientInitialize call
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Fixed load order issue with z game circle
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