199,999 Commits over 4,140 Days - 2.01cph!
Zombie mode back to normal
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
Remove zombie looper from playable chars
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
approaching player units now shouldn't happen if we already have a combat target
block players inputting items into APC crate
Eoka desc update
Diving suit typo fix
Phrases
Merge from building_system_3.2
BBQ volume tweaks to prevent clipping through walls
Combat log is delayed by 10 seconds (combatlogdelay convar)
High external walls and gates decay much faster when placed outside of TC range
Fixed issue with vm rock idle popping
Fixed bug with camera rotation not being correctly disabled when entering squad editor UI with mouse and re-enabling when exiting the UI with mouse
Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
bunch of squad editor UI fixes/nre
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EntityManager upate cleanup
More lenient facing target condition
More EntityManager tick cleanup, budget config etc
Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
wip rework of the my next match panel for post match stage
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
Hostility check now checks if the other unit is attacking a member of our group
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
Updated Hapis spawns to include divesites
More UI caching improvements
Made compound emergency stairs wide to prevent the player from getting stuck
Raid spawn points on island 1
Flagged collaborations module to always evaluate
First pass on cover points for Compound.
stopping buildings release server as we're only using debug atm