201,023 Commits over 4,171 Days - 2.01cph!
Cloud texture improvements
less derpy boat jumps (waterfalls/foundation steps) via dynamic drag based on submerged fraction
Fixed NPCS not fleeing
Cloud tweaks
See if this fixes the criminal NREs
Bailing from OnInitialize if already initialized (child entity spawning)
AI senses resets all scores before scoring targets in query
Fixed combat log displaying damage as decay if the damage was fully blocked
Ctrl click entity in debug list to select gameObject in scene hierarchy
AI debugg special case facts display
Target/flee target/last attacker in debug
NPCs will consider others aggressive before they hit them if they're within double their melee attack range and targeting them
Loot tooltip now shows health/mana/stamina per second as per minute
AI have a hearing sensitivity mulitplier
Crab stats tweaks
Attack movement improvement
Fixed armour protection being counted twice when calculating damage
Remove HaveInited check that's no longer needed
Give owner player a death ragdoll
Converted ValuePerSecond to ValuePerMinute on ItemStatsProperties (values are unchanged)
Camera sort of follows player ragdoll, but need to add a distance like spectate cam has.
Updated vehicle camera attach
Adjust bot deathmatch brain to only attack players. No more pedestrian massacres!
NPC stat/sound/animation improvs.
Proper testbox navmesh.
Separated nav arrow code from the MainCamera script
Fixed combat log not displaying any logs from enemies with"corpse" in their name
Proper spectate cam for ragdolls
Fix for spectator stuff happening on the wrong client
Fix zombie mode start countdown time
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack
adding particle dissolve shader
adding particle textures
WIP rework mortar impact FX
WIP igniter tile top
updated flipper FX
update/optim burner flame
BaseAttackViewAnimEvent, FX is now parented to world instead of unit to avoid moving FX when moving the unit right after attacking
Added TimerProcs to NPC's, triggers at set intervals while a NPC is aggroed
Made the ogres work again
Don't show healing combat log lines when self-healing
Ogre stat/anim/sound/material tuning
Cleanup
Ogre knockback test
Manifest.
made test heads area with test heads materials
light hair materials are now more blonde
more units and mods available each week on the market
team roster background is now only shown in modal views, so in tab view you can see through to the background like the other tabs.
update mortar impact FX/arc projectile
fixed flipper FX oritentation