256,518 Commits over 4,018 Days - 2.66cph!
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Grabber now does 2 dmg before pulling but has 1 less range
Fixed passive AI in level 2 and 3
Fixed game init routine bad scene name
Renaming all the things
test jenkins file
Typo
Merge branch 'master' into Ian
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Add force to death controller ragdoll
Reduced zoom to map input buffer reset timer
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Changed some things to expression bodied properties
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Helps if i named the folder correctly
Respawn timer, death camera
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Make and Baby invalid items for spawning
ManagerExtension.Reset instantiates a new TPersistedData object
Anim data compression attempt
Item decay logging checkbox
behaviour loop branching
more laserunit attacks
satellite stage
invuln pixel updating
satellite toggle invuln pixels
Working on a way to compress Pxc anims
Merge remote-tracking branch 'refs/remotes/origin/master' into temp
Updated game.unity
EntityManager.Save rename for clarity
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
Added a proper definition for wanted levels
More details in combat log when rejecting attacks for various reasons
Network++
TimeManager reset bits I forgot
CommandBlock and combatchain rework :/
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed bad handling of game speeds
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Jenkinsfile b10
Scenes, proj ver
Build settings
Merge branch 'master' into Ian
Block now does -1 damage not +1 ;)