200,687 Commits over 4,171 Days - 2.00cph!
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
renamed condition that Plastic tried to rename
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Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init
Nuked duplicate condition
Fixed StatCollection lists not being populated
Apparently some enum dlls
Removed old fields from VitalTypeDefinition
StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
Fix for potential material-related NRE in water rendering
Compound gates LODs COL and prefabs / Fixed missing barbed wire material on compound walls
Short compound wall lods/col/prefab
Deleted unused gate materials
Fixed gaps between compound walls
scientist sentry turret prefab with hierarchy
compound perimeter walls placement
scene2prefab
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Fixed bad max value source on body temperature
Attempt at fixing Dormant AI wakeup bug.
Jenkinsfile (build OSX & linux)
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks
Removed a bunch of stat considerations for stats that had bene removed in the combat revamp
Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
Fixed campfire not being lightable
Got rid of the NetworkGameMode singleton option. Better to integrate it with NetworkPeer. But I don't like how there's a short time where NetworkPeer exists and NetworkGameMode isn't assigned yet - need to think about options there.
FINALLY got gang members synchronising properly. Added gang member NetworkUsers as referenced entities for the gangs. On top of that, we needed to delay the member stuff that was in Deserialize until OnPostDeserialize because:
- User entities need to be deserialized and ready so we can use FindUser to find them by ID.
- Gangs set their members as Referenced entities so that they're sent along with the gang, making sure they're available.
- So everything gets deserialized, but the base thing (gang) gets deserialized first, so the members still aren't ready.
- OnPostDeserialize isn't called until after ALL referenced entities are deserialized, so it now works.
Fixed another gang member bug. And there's one more to come.
Fixed gang leader serialization. With any luck, gang sync is now good.
Gang warfare test mode edit - Leave gang on death. Plus NetworkGameMode method work.
Wrote a possibly stupid event class. Will think about this better on Monday.
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig
Improved offshore junkpile spawns
Fixed animals spawning inside small cliffs
Improved Ch47 drop points (no longer dropping on top of buildings)
Added CH47 drop point to SiteA
Fixed missing ladder volume from launch site
Pumping station has slightly larger prevent building volume
Islands WIP
More work on dormant ai bug.
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
Fixed unit fog flickering
Even more work on dormant ai bug.
Don't show for overlay UI for units that are invisible
last few event hookups for help prompts
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Added fleeing below health threshold and various combat AI tweaks