248,567 Commits over 3,928 Days - 2.64cph!
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
merge from fix_antihack_toast_reason -> main
When sending "Antihack!" toast to client, include the antihack reason that is blocking placement
- gives better information to bug reports
balancing
disabled achievements in easy mode
stopwatch lerp timescale up
bullet impact clouds, fix death cam zoom
fixes
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Reduce wolf vision range at night
Deck uses prefab references, not spawned GameObjects, only spawn in once delivered to a player's hand
Clarify loading phase text
Implement forward jump power stat, shuffle deck on generation
Don't need this anymore
Int health
This is also useless
Style fixes, cache buster
Fix code stretching mobile view
We don't need to limit the width of the toc
TableOfContents component
Load styles in the main layout again
Leaderboard backup, run #
15797
merge from fix_monument_scenes_osx -> main
Fixed backward compat for Authority attribute when specifying NetPermission. Ensure networking is cleaned up after game leave so any last-chance RPCs can be sent.
Change deck generation to be a bit smarter. Cards can specify a range of how many we want in a deck
Try to give a card to the last half's loser on preparation start
Actually include stats from direct connection / dedicated server with net_debug on
Merge from ai_wolf_iteration
Merge from ai_wolf_iteration
Correctly return state failure when pathfinding failed
Merge from ai_wolf_iteration
Prevent wolf from charging for too long
Add files via upload
Added the enum for the available icons usable in the loading screen menu tip message for December's patch.
Added Connection.GetStats support / implementation for non-lobby Steam connections. Can view net stats for connection to dedicated server or clients connected to dedicated server as well
Fix wolf sometimes getting stuck in charge
Add log when state finishes but has no end transition
Fix wolf standing still when circling into a wall
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
Show deck in card phase panel
You can play as many cards as you want
Refactor card system - cards that aren't activated disable all effect components, introduce a deck, card inventories hold cards in their hierarchy instead of holding handles to resources
Make wolves give up even faster if you are mounted
Makes it easier to sneak on wolves when they are eating
Clean up sight code
Add better sight vislogs so we can debug exactly which cone caused the sighting
Refactoring card inventories so they persist throughout arena changes
Fix physics triangulation occasionally overwriting the vertex buffer
Spheres & Capsules were always written at the beginning of the buffer
Fix wolves slowing down as they flee
Fix NRE when scene was unloaded while navmesh generation was running
Add RoundLifetimeCardEffect
Add two new card types, CardType.GetIcon()
Revert switch to unity's async pathfinding, it causes more bugs than it solves
Cluster Delta Snapshots - Improvements to Bandwidth, Max Snapshot Size (#1717)
Resolves issues with Steam networking choking.