200,013 Commits over 4,140 Days - 2.01cph!
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks
Removed a bunch of stat considerations for stats that had bene removed in the combat revamp
Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
Fixed campfire not being lightable
Got rid of the NetworkGameMode singleton option. Better to integrate it with NetworkPeer. But I don't like how there's a short time where NetworkPeer exists and NetworkGameMode isn't assigned yet - need to think about options there.
FINALLY got gang members synchronising properly. Added gang member NetworkUsers as referenced entities for the gangs. On top of that, we needed to delay the member stuff that was in Deserialize until OnPostDeserialize because:
- User entities need to be deserialized and ready so we can use FindUser to find them by ID.
- Gangs set their members as Referenced entities so that they're sent along with the gang, making sure they're available.
- So everything gets deserialized, but the base thing (gang) gets deserialized first, so the members still aren't ready.
- OnPostDeserialize isn't called until after ALL referenced entities are deserialized, so it now works.
Fixed another gang member bug. And there's one more to come.
Fixed gang leader serialization. With any luck, gang sync is now good.
Gang warfare test mode edit - Leave gang on death. Plus NetworkGameMode method work.
Wrote a possibly stupid event class. Will think about this better on Monday.
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Improved offshore junkpile spawns
Fixed animals spawning inside small cliffs
Improved Ch47 drop points (no longer dropping on top of buildings)
Added CH47 drop point to SiteA
Fixed missing ladder volume from launch site
Pumping station has slightly larger prevent building volume
Islands WIP
More work on dormant ai bug.
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
Fixed unit fog flickering
Even more work on dormant ai bug.
Don't show for overlay UI for units that are invisible
last few event hookups for help prompts
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Added fleeing below health threshold and various combat AI tweaks
Add extra delay to VisualFX destruction
Unit fog of war radius uses Senses.AwarenessRadius
penalty when targeting fleeing units
Disabled grass until we can make it good
Added keyboard camera movement multiplier to options
Cold and Freezing effects have proper insulation checks
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Fix for dormant ai related changes.
Always update unit fog of war radius
Player.SetAmmo actually uses the new method with bounds checking
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
Placeholder diving mask and fins art
HL1 headcrab no longer breaks HL2 headcrab and vice versa
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
downed anim setup work (not finished)
downing anim trigger works but anim is bad
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
Combat debug panel shows targeting status
Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
disabled island02 intro director
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials