201,020 Commits over 4,171 Days - 2.01cph!
reverted back to original style player wounded ( which starts in an offest position and ends on the origin)
Stat debug fields update value when not focused
Updated 360 shooting pose
Remove fire delay when scientists are mounted.
more practice ai options wip: ui, code, integration to menu flow
implemented AI difficulty selection for practice mode
ai options panel tweaks/cleanup/fixes
tweak AI difficulty band values.
career mode AI difficulty increases during the season, starts of super easy.
Added PhysObj.ApplyTorqueCenter( Vector/AngularImpulse )
Added PhysObj.GetShadowPos() = Vector
Added PhysObj.GetShadowAngles() = Angle
Added PhysObj.GetVelocityAtPoint( Vector ) = Vector
Added PhysObj.SetContents( uint )
Added PhysObj.GetContents() = uint
Fog of war mode now exposed in options, added traditional RTS style mode
regen options UI forms
fixed obscured FoW mode not working
career opportunities can now occur slightly more often
igniter :fix textures / material rig / animations / controller / WIP particle setup
file cleaning
Added vertex alpha mask toggle for wetness (rust/std + core/foliage)
Enabled wetness in all quality modes (rust/std)
Removed ununsed wetness references
TribeSpawner can specify hostility to player tribe
Removed testbox_diplomacy
Added testbox_combat
removed error spam in BuildingView when we cant find a mesh renderer
fix unit healthbar portrait animation
rerender igniter portrait with proper idle
scaled down ch47 map marker
skin approval
potential spell casting fix
Fixed players having idle noise value of 1
Fixed item stats values being lost (wrong FormerlySerializedAs fieldname). Updated all values to x60 their original per second values
Dead players should no longer cast spells
Thicc spell projectile hitboxes.
fixed double binding for F in default keys
UIElement no longer caching Tweeners
Make sure that nav stops when attacking
AI must have FOV and LOS checks to attack
Finally got Z Game player counts working correctly with zombies killing players
Added vehicles option to game mode, and destroying vehicle at end of round. Although I need to deal with the wreckage issue.
Got rid of vehicle wreckage at end of round
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NPCs don't generate ragdolls at end of round anymore either
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Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
Got payer characters to de destroyable without ragdoll etc as well.
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Sped up casting progress bar so it could keep up with new spell speeds
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Scene.
Asset nav exclusions.