194,176 Commits over 4,079 Days - 1.98cph!
Placeholder scale effect for gamemode value changes
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Slasher now flips surrounding enemies away from itself before doing damage
Instance null check that's needed on exit in C+S mode
Missed a file in the prev commit
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Re-enabled Return To Territory in Human AI.
It now checks if there is any territory.
Grabber now does 2 dmg before pulling but has 1 less range
TribeTrackerWidget updates all trackers on activation (fixes BEFORE-708)
Reduced zoom to map input buffer reset timer
PlayerController cleanup
Fixed RadialMenuWidget eating first RMB up after open (fixes BEFORE-794)
Changed some things to expression bodied properties
Added rough "zoom out to map" test in FollowCamera.HandleInput()
Moving some stuff out of AttackBasicSO to Attack.Process to start making it more flexible
Made UI blackout fade in a lot more robust (fixes BEFORE-816)
Added event for when CommandQueue finishes a CommandBlock
CombatChain now listens for the CommancBlack finished event and ends the chain if it's an attack block
Make and Baby invalid items for spawning
ManagerExtension.Reset instantiates a new TPersistedData object
Item decay logging checkbox
EntityManager.Save rename for clarity
Fixed commandblock / combatchain / damagetracker / kill feed stuff.
Added a proper definition for wanted levels
More details in combat log when rejecting attacks for various reasons
Network++
TimeManager reset bits I forgot
CommandBlock and combatchain rework :/
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed bad handling of game speeds
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Block now does -1 damage not +1 ;)
wip combat chain / unitview fixes
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
removed exhausted anim paramater from worn out
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Lots of little mix tweaks and sound polish
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.