202,220 Commits over 4,171 Days - 2.02cph!
PlayerDatabase monobehaviour no mo
updated navmesh components
effects / abilities rework
Ability.GetHealAmounts uses spellpower as bonus
removed old character validation code
stop aiming rpc removed from tryStartCasting
added status refresh to effects cleanup
made stun offensive again
first pass of cloning plants
crossbow cheaper
p250 does same damage up close and less damage far away
python increased damage/range
Player belt refactor, pulling out the active item parts into a separate controller. Bit broken at the moment.
Also handling HeldItem destruction - now letting the character object know their item is gone.
tweaked positioning of 3rd person python model so it sits better in the hand
fixed 3rd person spear holding so it points in the direction the player is actualy facing
tweaked ak47 3rd person anims
Getting better. Still some really dumb stuff going on.
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
FOR FUCK SAKE fix player 2 panel alignement
FOR FUCK SAKE playerpanel script, removing toUpper() as the font handle lowercase
Chat disabled on game finish. Added chat closed message. Chat clears start of each game.
RecalculateBounds takes SkinnedMeshRenderer into account
Fixed player health bar bug with not unregistering unit death callback
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Updated entity bounds on a bunch of weapons
Rainbow folders, QHeirarchy, ASE Updated
Removed old Steamworks.NET
Unit/HumanView culling group test
UnitView.LateUpdate animatorSpeed calculation is done before the culling group check