200,673 Commits over 4,171 Days - 2.00cph!
More UI modal state cleanup
Fixed people not dropping other units when reviving them
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Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Settlement indicator foldout from icon on click
TargetIsWithinAggroRange overload fixes
break condition on Approach Player Units Goal plan
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
added single user option for deployables (safezone recyclers etc)
auto turrets only hit their desired target (anti grief)
players no longer block autoturret line of sight (anti grief)
compound interactables only one user
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
added wip hairstyle 06 and updated dyesets
Fixes roles assignment UI not showing unit rows
added basic divesite
scuba gear spawns in tool crates
protocol++
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
Weapon inaccuracy + recoil + view punch work.
UnitInfoWidget optimisation
Player component profiling
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Optimised some campfire related target filters to filter by ID
TEMP zombie mode change for instant start
Another zombie mode mod. Testing to work out a networking issue.
Zombie mode back to normal
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
Remove zombie looper from playable chars
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
approaching player units now shouldn't happen if we already have a combat target
block players inputting items into APC crate
Eoka desc update
Diving suit typo fix
Phrases
Merge from building_system_3.2
BBQ volume tweaks to prevent clipping through walls
Combat log is delayed by 10 seconds (combatlogdelay convar)
High external walls and gates decay much faster when placed outside of TC range
Fixed issue with vm rock idle popping
Fixed bug with camera rotation not being correctly disabled when entering squad editor UI with mouse and re-enabling when exiting the UI with mouse