255,048 Commits over 3,990 Days - 2.66cph!
TakeFromDispenser.OnMinute event listener removal
Minor selector/desire tweaks
Resharper temptaes updated
Considerations refactored to use single class
Conditions refactored to use a single type, like Actions earlier
White move orderf FX
...filtered so that you can actually read them
Written PH icons for effects
AI data pre condition refactor tweaks
UnitView root capsule collider is trigger
Action.ConstructBuildingSettings state handling
Only spawn one FX per player move command, regardless of selected units count
Random unit destination in radius is scled by number of units
Action.OnUnitFlagChangeSettings state handling
FOR FUCK SAKE factory room with startroom
human stutter injured fix
Trigger names for clarity
Made tutorial tasks be a separate thing from player tasks and added basic UI for it
Fixed movement effects triggers
Don't validate effects on removal, you fucking chump.
Play move command FX at the correct position when you have multiple units selected
Shift mod to queue commands
Move order fx rotation tweak
FOR FUCK SAKE particle shader
FOR FUCK SAKE particle prefab
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity
EnableMovementModeSettings action + assets, etc
Action state data cleanup
FOR FUCK SAKE particle texture
FOR FUCK SAKE replace particle effect prefabs
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
- Fixed laser link damage calculation
- Fixed spawned spikeys not being damageable in some conditions
- Player start position is now correctly set if a dummy is specified
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
Effect action chain field renames
- Fixed time slow shield issues, reduced cooldown
- Fixed some crates spawning with no loot
- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)
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Automated Linux DS Build #350
Rough implementation of sub tasks (currently relays information through Debug.Log)