201,049 Commits over 4,171 Days - 2.01cph!
Moved status effect fxPrefabs into the standard Effect system
Fixed charge effect on fireball spell not working (was missing an EffectRecycle)
Fixed spell charge bar looking weird after casting multiple spells
Hooked poison effect up to the Poison fullscreen fx
Added Bleeding and Frozen effects to demo all of the fullscreen effects
Added ability for ItemStatsProperties to lower protection values (previously could only do positive values)
Bleeding slows by 20% and deals 5 dmg per second for 10 seconds
Frozen stuns the player for 5 seconds, lowers all damage resistances and will break when the player takes damage (so the hit that breaks the freeze should do a lot of damage)
Making sure we always ReadBytes on Deserialize and messages, since not doing so can cause issues with getting the shared reader out of sync. Not sure if messages really need it.
Added an onStatusEffectsChanged callback to GlobalMessages
Fixed ArmorIndex ui element not checking status effect protection values
Added a statuseffects.removeall command to remove all active effects
Birch colliders, population prefabs, tundra variation
Removed senses callback setup in Unit.Relationships
Fixed game config editor window label width not changing
Stopped culling some stuff in UnitView Update/LateUpdate
Added AI Data Viewer tool which displays all AI modules grouped by the decisionMaker they are assigned to
Improvements to Scientist behaviour at junkpiles
Collider capsule radii update, tighter collision meshes
removed a bunch of unused failure crap from AI
Entity.DeleteOnRemove() can no longer remove players or the world
AIDataViewer can filter by a specific unit, not slow as fuck
Proximity to a fireball projectile doesn't make you crouch anymore.
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Various AI data viewer improvements
make snowy bushes and grass snowy again
deleted a couple of unused modules
Scientists use geiger counters to research junkpiles, and a flashlight at night.
Reset some convar values changed during testing in editor.
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
Was reading bytes before ID in networkinput, caused a fuckup.
Unset debug on some modules
temp fixed armpit hair, set up dyesets for all characters apart from capmask colour, temp removed hairstyle 3 until its reworked, removed old haircap mats and old \hair_dye\ folders as now referencing original mats
Implicit conversion of StatTypDefinition, cache enum values on warmup
Roles widget hides itself until there are any roles unlocked
Fixed roles widget not always being activated when it should
Fixed a stack overflow in DListView
Island 01 and 02 cleanup, 02 bounds & rebake
Fixed the error spam while unarmed.
Gathering items for combat is now its own module
code lock version of chinook crate, fbx, prefab. Original textures now include code lock too.
Junkpile navmesh fixes.
Improved scientist switch to tools behaviour.
Improved scientist navigation behaviour at junkpiles.
Fixed core/foliage tinting to match rust/foliage