19,298 Commits over 1,614 Days - 0.50cph!
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)
FollowCombatTarget action no longer results in dank circling
Idle AI Goals now interrupted by combat.
Target facing if we can't move to target.
UnitView target facing replaced by Utility class and greatly simplified.
New target facing used in face target action and follow combat target action.
NavMesh updateRotation stuff
set turn layer weight to 0 because we're not currently using it
CombatAbilitySelector now logs to self unit rather than target
more combat ability logging tidy up
moved target facing from SimTick to Tick in FollowCombatTarget
speed of rotating to face target is now defined on Navigation component.
Added condition for movement modes being enabled to avoid spamming the movement mode AI
combat timeouts to TimeSince and a bit more generous
rejigging priority on secondary slot to make sure people equip weapons
Ported some senses visualisation back from Ruin
disable player command cooldown on being hit in combat
Fixed BuildingStatusElement showing twice for addons and buildings with addons under construction
Fixed BuildingStatusElement showing when it shouldnt
Detail overview Unit icons are now clickable
Hunting score tweaks
Attackers should now be able to approach targets at walking speed if they are somewhere in between jogging and sneaking range
Split unitView gizmo stuff to a partial
More vitals on selected unit widget
Added MovementSpeedComparison and used it so that attackers with a higher jogging speed than the sprint speed of their targets will jog to attack
Added target facing to approaching unseen attackers (should help when being attacked from behind)
Health vital on unit indicators
FogOfWar added to game options, defaults to off for now since its pretty shit
UIWidget/Element component caching improvements
Component cache animator support
perception range condition now accounts for FOV and sleeping status
Rotate to face SmartObject when moving to an SmartObject interaction
Fixed unit leaving tribe UI popup having a "decline" button
Enemy indicators now show for all hostile units (not just humans)
Enemy indicators show for anything being attacked by the player tribe
Added Downed effect which disables Units instead of killing them.
Added Revive interaction to get them back up (currently only happens through player command).
More progress on downed units
Animals will no longer attack downed Units
Databrowser cleanup, search and grouping improvements
People no longer regen health while downed.
Cleanup of potential non-resetting of effects.
Misc target filtering tweaks.
Fixed effect logging order
StripFlags no longer invokes flag removed events, This stops people from un-ragdolling when they go from disabled to dead.
Reaching 0 health during combat now adds the downed effect.
Revive effect actually removes downed effect, not just the disabled flag
buffering of ClearEffects so we actually remove all effects.
gating of Effects stuff with Enabled status of component.
disabled unit gizmos on portrait clone views
scripts /units/ cleanup
better stats debug panel
Reviving now takes time and has an animation
Revive Unit display name is now Revive
Added option for effects to not remove unit flags when removed.
One Shot Kill won't remove Dead flag on removal.
Stat debug fields update value when not focused
Fog of war mode now exposed in options, added traditional RTS style mode