200,157 Commits over 4,140 Days - 2.01cph!
Added support for randomising npc skin textures
Fixed NPCs considering other NPCs with no assigned faction to be hostile
NPCs longer see dead people
Guards no longer protect all the animals
Fixed score UI always showing
Agro/Target cleanup, preperation for threat/score calc
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Boar anim refinement & stats.
Might have fixed blood fx playing when the player blocks a hit
Fixed fight chance flee roll not setting the flee timeout
Boar sound triggers.
Various sound tweaks.
Also unset agro when setting flee fact
Trigger fix.
Boar death prefab.
Boar footstep sound defs.
Boars flinch when attacked.
Ragdolls don't block your movement anymore.
Deer anim & sound stuff
Fixed some issues with z game circle + now using less #if CLIENT/SERVER flags. Although things aren't perfect as there are two visual circles on listen server now
Fixed double circle visuals
Made spectate cam not jank
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Block player inputting items into elite crates
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Unit.Senses skips LOS check when the target is dead or in close proximity
only do min range check on abilities with a non 0 min range.
units must now be facing their target to be able to attack.
ActionData and derived types merged into new AIAction+Data partial
Added Actions.FollowCombatTarget (wip, not yet being used)
scientists gate greybox sketch
compound level progress backup
Various spellstuffs
Starting equipment.
Tickrate tweaks (AI run vision at slightly slower rate, pending load balancing or something)
Senses no longer uses a dictionary for lookup
Threat calculation for players (healing and damage both increase threat and it drains over time)
NPCs now score all targets using threat and distance, will switch targets if something beats the score of the current target
New spell target indicator
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FollowCombatTarget action no longer results in dank circling
Idle AI Goals now interrupted by combat.
Target facing if we can't move to target.