200,157 Commits over 4,140 Days - 2.01cph!
Various senses optimisations and cleanup
Fixed players being healed getting more agro from their aggro list...
Fixed player agro lists getting added to too often
fixed missing deer death sound
UnitView target facing replaced by Utility class and greatly simplified.
New target facing used in face target action and follow combat target action.
NavMesh updateRotation stuff
set turn layer weight to 0 because we're not currently using it
CombatAbilitySelector now logs to self unit rather than target
more combat ability logging tidy up
moved target facing from SimTick to Tick in FollowCombatTarget
speed of rotating to face target is now defined on Navigation component.
▅▄▆▌█ ▊▆▆▉▌▉▅ █▊▌▆▉ ▊▍▇
▅▋▍'█ ▆▌▅▅ ▋▉▅▇/▆▌/▌▍█ ▌▆▅▇ ▊█ ▋▄▄▍▆▌ ▄▄ ▆█▍ ▌▇▄▋▊▊
Fixed load order issue with z game circle
▉▅▅▆▄▄ ▌▋ ▅▋▇▌█▅ ▋▇▆▋ ▌▆▋ ▄█▇▍▌▉▇ ▍▅ ▄▉▄▌ ▋▌▍▋▋█▄▌ ▊▇█▇▍▅ ▉▊▋ ▌▆▇▆▉▊▋▆ ▆▉▉▋▄ ▋▌▋▊ ▇ ▌▇█▄█▅▌▇, ▄▍▉▍
Add haveInited check as a workaround for double OnClientInitialize call
AI now has vision and hearing senses, proper FOV
Added stealthbox
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Cone spell fx that collides with world layer.
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Cone fx works while moving
Fixed some cone spell issues
Fix for the T4 template HasChanged check on strings. Strings were always returning HasChanged false since the value started on null, and they were missing the case where prev was null and current is non-null.
Working on a better UI display system for game modes, that will fix the players alive UI and generally mean less work in the future
Spell tweaks.
Buck death fix.
Wrapped spell debug stuff behind spells.debugvis convar
Some optimizations to NPCs. In particular range optimizations and reduced gc alloc.
Added condition for movement modes being enabled to avoid spamming the movement mode AI
Integrated the other trigger types into my UI system. All done now.
combat timeouts to TimeSince and a bit more generous
Can use weapons while in the air
rejigging priority on secondary slot to make sure people equip weapons
Ported some senses visualisation back from Ruin
Test to replace Angle with pure Dot product when testing FOV.
disable player command cooldown on being hit in combat
compound progress backup
scientist sentry turret greybox