199,311 Commits over 4,140 Days - 2.01cph!
Only the player in charge of the ball can make decisions on state of the ball/game point in networked game
- EnemyAbilityManager is now a simpleton
- Removed current calls to EnemyAbilityManager as it's going to be incorporated into the new mission stuff
- UIWorldTextPanels now wait until they find a valid player instance
- Removed some now-unused scripts from some enemies
Consolidating Water2 to Third Party folder for easy transfer to other projects in the future
Refactoring InfluenceQuery a little. Fixed NRE in FindInfluence
If Intention is passed as null in ActionChain's constructor, assign new NullIntetion() to avoid having to null check in Action constructors
Now sends a ready state so server can't serve until other player is in game
- Area1_1 now has placeholder entrances/mission so it can still be loaded
added animated koinobori kites to test court. starting incense burner
Typing kill suicides instantly instead of wounding
Added automatic mode for lobby
A couple tiny Sound fixes/tweaks
More BeforeInspector fixes and refactoring
Made AgentSettings abstract, derived IndividualAgentSettings and GroupAgentSettings
- Stuff I forgot to check in earlier
- Moved more UI to central init
- Null reference fixes
- Removed loads of missing components
- Deleted loads of old unused assets/prefabs
- Purged shit
KOTH island WIP. LUT improvements.
FOR FUCK SAKE factory interior floor asset/ cleaning asset
Record server join history date properly
Added string.Truncate( maxchars ) (adds ".." to truncated string)
Started SteamTool (high level wrapper on top of steamworks.net)
Added transform.OrderChildren( func )
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* Added hud_fastswitch & cl_downloadfilter to blocked convar list
* Entity.SetSubMaterial now errors when given wrong arguments
* Added Entity.GetEffects()
* Added Entity.GetEFlags()
* Added Entity.GetPredictable() - Clientside
* Removed CLuaLocomotion.IsAscendingOrDescendingLadder - Alias of IsUsingLadder
* Added CLuaLocomotion.JumpAcrossGap( Vector landingGoal, Vector landingForward )
* Added CLuaLocomotion.SetVelocity( Vector vel )
* Added CLuaLocomotion.IsOnGround()
* Added Player.GetTimeoutSeconds() - Serverside
* Added Player.IsTimingOut() - Serverside
* Added CRecipientFilter.__tostring
* CreateSound's 3rd argument is now CRecipientFilter, only works serverside
* Finalized Vehicle.GetVehicleParams()
* Fixed a crash issue with Vehicle.SetSpringLength()
StatName returns formatted asset name or override (should be moved to base ScriptableObjectExt
Renamed ScriptableObjectExt to DataAsset
AssetName property + NameOverride field in DataAsset
FOR FUCK SAKE interior floor asset/ cleaning
added left_arm wounded looping animations
fixed the thompson and ak47 3rd person attack animations (they line up better with the point of aim)
tweaked the 3rd person beartrap animation
Fixed NRE on AgentSettingsEditor
AgentSettings store InteractionSettingsWrapper for IdleBehaviours
UI background blur
Server info popup
DM Cleanup to deal with BehaviourPlan in place of Interaction or Ability specifically
Idle Behaviours now use Ability
Organising scenes a bit, only scenes in /Scenes/Game Build will get added to build settings and the game_scenes config file