200,917 Commits over 4,171 Days - 2.01cph!
Senses forgets dead/nulled/destroyed entities
Guards will no longer attack pigs and chickens for no reason
Boards no longer run away from guards
Nav agent radius exposed in defs, data cleanup
NPC vs NPC melee range checks have a little extra padding to account for the nav agent radius
Evil predatory animals no longer fight each other
Fixed flee timeout not being used
Cleaning up warnings in my code
Added support for randomising npc skin textures
Fixed NPCs considering other NPCs with no assigned faction to be hostile
NPCs longer see dead people
Guards no longer protect all the animals
Fixed score UI always showing
Agro/Target cleanup, preperation for threat/score calc
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Boar anim refinement & stats.
Might have fixed blood fx playing when the player blocks a hit
Fixed fight chance flee roll not setting the flee timeout
Boar sound triggers.
Various sound tweaks.
Also unset agro when setting flee fact
Trigger fix.
Boar death prefab.
Boar footstep sound defs.
Boars flinch when attacked.
Ragdolls don't block your movement anymore.
Deer anim & sound stuff
Fixed some issues with z game circle + now using less #if CLIENT/SERVER flags. Although things aren't perfect as there are two visual circles on listen server now
Fixed double circle visuals
Made spectate cam not jank
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Block player inputting items into elite crates
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Unit.Senses skips LOS check when the target is dead or in close proximity
only do min range check on abilities with a non 0 min range.
units must now be facing their target to be able to attack.
ActionData and derived types merged into new AIAction+Data partial
Added Actions.FollowCombatTarget (wip, not yet being used)
scientists gate greybox sketch
compound level progress backup