199,893 Commits over 4,140 Days - 2.01cph!
Block now does -1 damage not +1 ;)
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Fixed bad handling of game speeds
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
CommandBlock and combatchain rework :/
TimeManager reset bits I forgot
More details in combat log when rejecting attacks for various reasons
Network++
Added a proper definition for wanted levels
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
EntityManager.Save rename for clarity
Item decay logging checkbox
ManagerExtension.Reset instantiates a new TPersistedData object
Make and Baby invalid items for spawning
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Changed some things to expression bodied properties
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Reduced zoom to map input buffer reset timer
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Grabber now does 2 dmg before pulling but has 1 less range
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Missed a file in the prev commit
Instance null check that's needed on exit in C+S mode
Slasher now flips surrounding enemies away from itself before doing damage
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Placeholder scale effect for gamemode value changes
placeholder hit recoils work again
Units only register for entity updates if they're GameActivated
Fix for recent squad editor errors
Allow building debug server without building release version as well
OUtlineEffect for client only. Fix NRE on built Server
Get rid of outline warnings
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage