255,878 Commits over 3,990 Days - 2.67cph!
Reconnecting works better, kill / death works better.
Automated Linux DS Build #514
Automated Windows Build #514
Automated Linux Build #514
* Added ITexture.__tostring
* Made IMaterial.__tostring consistent with the rest of __tostrings
Updated Raknet test, connects, spawns players
Added culling volumes to military tunnels
Workshop icons are supersampled,, slightly better lighting
removed fx from network manager spawn list
UIequipment slots named by enum index
Fixed required weapon types
fixed unitframes sometimes not showing sometimes lingering in odd positions
skillbar saving fixed for clients
fixed odd wander/flee behaviour for npcs (bad starting vector)
Fixed projectile movement
Fixed static projectiles, bad fx spawning rotations
Recalculated explosive and satchel charge entity bounds (fixes damage through wall issues)
Animation oritentation fixes
Auto attacks have no cast time, 1 second cooldown
Damage overlay tewaks
Spell fx fixes
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Scripts organisation, cleanup
Unit frames for monsters
Added random moves to apex AI
Behaviour designer improvements/fixes
Need to send player lists
Behaviour designer setup working where players run from cops and cops chase players.
Removed skill exp from code
Levels no longer affect mana/hp
UI Blur
BaseEntity cleanup + partials
Talents boilerplate, UI
tooltips can be anchored or floating
UI window base type, cleanup of derived
Added Singleton abstract monobehaviour for UIManager etc
BaseAsset for dict caching
Item data now includes equip data for different types in nested types
Entity audio boileplate, skill sounds
Added very silly reflection keyword stuff to SkillTemplate for tooltips
Harbor_1 vertex painting grounds
Reworked concrete_b and g to work with new 4way material
Added pudlles_a textures, gravel&debris textures
Reworked dockwalls to exclude grounds (now placed separately)
Automated Linux DS Build #513