200,006 Commits over 4,140 Days - 2.01cph!
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
added wetsuit
hazmat suit also protects from getting wet
can wear hats with goggles
restored all help prompt IDS and event listeneres
Bots are a bit more likely to jump off plane
Change "didn't expect a Deserialize after Init" from error to warning
More progression UI progress, editor generation of content
Greyscale UI shader
progression window bounds/clamping stuff
Fixed bugs on clients for players dying while in a vehicle
Fix issues that occurred if a character was synced to a client when already dead, and the NetworkEntity was destroyed before init completed. Happened fairly reproducibly on game modes with lots of characters dying frequently, like zombie mode (with zombies dying).
Needed some IsUnityNull() checks to replace simple null checks in interfaces that could be MonoBehaviours
Might have fixed the spectating bugs. There was an issue where the spectator entity didn't get destroyed on disconnect. The player would spawn a new character in a new round, but still have their spectator entity as well, which would grab the camera.
Never spectate disconnected players
active sentries added in
compound scene2prefab
progress backup
final ground meshes
Placeholder diving tank/regulator art
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Git: Slightly improved performace of player animations
Updated scientist spawns and patrol routes at Compound.
rat mesh weight polish, rat attack and sneak polish
Added female wetsuit mesh
progress backup
wip loading platforms
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
Removed housing & food count from tribe UI, pending settlements UI
Awnings final models/textures/prefabs
extra color materials for awnings
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
Bigger NavMeshAgents on Rat and Wolf
extra awning prefabs
awnings placement in level
scene2prefab compound
Diving tank/regulator LODs
use actual distance instead of senses distance in melee range check
Don't use triangular wall conditional model if there's a neighboring wall attached to the invisible side
Awnings additonal stripe mask
Fixed server side stair collider rotation sometimes being incorrect after rotating
sound player culling for awning
Diving Mask LODs
Material fixes
Added clothsim awnings to the compound scene / tweaked no-stripe materials
Fixed missing LOD0 on diving mask