201,448 Commits over 4,171 Days - 2.01cph!
Misc AI tweaks
Camera FX follow player, no longer parented
added _dark pubic varients. removed old hair textures and cleaned up folders.
Added a CastingRoot to BeltBarIcon, gets turned on when the player is channelling a spell equipped in that slot (also appears for a frame if a spell fails)
Getting stunned mid spell channel now interrupts the spell
Crouching and jumping now cancels channelling spells
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Manifest.
Items.
New energized status category.
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
A bunch of work getting the right ordering and counts on triggers etc
Round start countdown with UI
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Reworked the main menu so that you can access the options screen while connected to a server. Nextest-gen.
Custom statuseffect lines for the combat log
Status effects applied via the console now get attributed to the player
Made all combat event fields optional
Combat log now mentions when a status effect is applied to you
What's new shouldn't start open
Refactored the status effect system into StatusEffectManager, an entity component
No actual in-game difference, but now that it's a component we should be able to add it to NPC's in the future
Minor spawn fixes on Savas
render.DrawSphere will no longer draw one less longitude step than specified
Better npc_barnacle behavior with ai_ignoreplayers
Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
Game mode game round handling
can now hold left shit in unity editor when making purchases to force can afford check. (do it as you click tabs etc to get buy buttons too)
unit detail cards now reresh to show mod slots as you equip them from inventory.
reworked some detail/detail card stuff, cached some components etc.
Reduced cohesion drain rates for all necessity tiers by a factor of 10 or more, also increased the min time range by 6-12 hours or more in most cases
Reduced the rate at which the chance that someone will leave the tribe changes, and lowered the cohesion threshold for leaving from 25% to 15%
more cleanup, moved some logo init stuff out of career into a new logo class function.
logo texture generation caches the last used render texture isntead of creating new ones each time.
career UIUnit_Detail now shows modified stat values to include mods
* Added PLAYERANIMEVENT_CANCEL_RELOAD enum
* Automatically fire PLAYERANIMEVENT_CANCEL_RELOAD on weapon switch
* Moved the Map and Source Engine version text when console is open a bit down so it can be read
set placeholder values to N/A instead of numbers on matchoutcome screen
Tribe necessities UI elements change color according to the curve-evaluated time since start, flash & show icon when critical
Removed cohesion effect events
quick implementation of Texture2D caching on access for LogoImage
added LogoImage.ClearCache(), call it at start of career mode load incase you start a new career or something in the same session (or newly generated logos wouldn't be reloaded, it'd grab the old ones)
Re-worked food need tiers
Skill gain every minute when dispensing
Audio sources pull default values from prefabs on returning to pool
Mixer tweaks
Fixed NRE, cleaned up pool management in AudioManager
Tribe cohesion join/leave events now gated by thresholds used for the chance change calculations
mocking up UI for career creation/resume/saves
added facial hair style 2 (need to set up morphs and lods), tweaked dyesets to accommodate
createresume prefabs, layout
Removed Need stat types from the codebase, replaced all scoring with inverse considerations of the corresponding vital. (With the exception of Warmth, which now has its own consideration using the calculation from the simulator)
Considerations now hold a default response curve which can be used by wrappers
Validated a shitload of data