202,079 Commits over 4,171 Days - 2.02cph!
Projectile attachment tweak
Fixed some nulled music refs and added NRE catch to MusicManager.PlayClip
Fixed arrows not being correctly parented to the hitbox they hit
Only turn to face attackers when recieving a melee hit
Programming, how does it work?
Fixed issues with duplicate behaviours and effects in UnitEffectsWidget and UnitBehaviourWidget
Added profiler hooks for Effect Trigger evaluation
UnitEffectsWidget reworking
Fixed UnitEffectsWidget not storing Effect refs :|
Fixed zero scaled visual FX
ClickOrder VisualFX on prefabs, Player prefab updated
Fixed VisualFX unscaled time support
Fixed Wait Action not randomising
Set default EntityManager ms budget to 2
UnitInfoWidget text tweaks
Effects above stats in debug sidebar
Effect Trigger toggle in DebugTools Settings tab
Started on proper effects
FOR FUCK SAKE EnemyAbilityShield removed PP fx and added forcefield fx/tweak forcefield script and shader
Fixed AIDesigner not always serializing database asset
TriggerSettings.GetUsageCount impl
ConditioNSettings.GetUsageCount mad LINQs bruh
added 5m high glitch anim to replace whatever anim you're not sure is playing or not
Added manual timescale control using -/+ keys (numpad too)
Fixed issues with animation params and movement state not being properly synced up (don't fire destination reached callbacks in navigation until we're absolutely not moving)
Expose timescale adjustmente on PlayerTimeControls component, reduce by 75% when timescale is < 1f
Exposed timescale adjustment smoothing
More timescale good things
Fixed regular gamespeed controls not overriding editor timescale
Added a clip to the night time music
check in mammoth before I break it
Some last changes to this branch before it's shelved for the moment.
FOR FUCK SAKE fix wrong door socket on door tiles
FOR FUCK SAKE switch loose canon colour to blue
added on water motif, removed rain event music
FOR FUCK SAKE fix teleport ability fx delay causing it not to appear.....hopefully
Added Unit Targetting component, related AI actions and conditions
Ragdoll receives velocity from navMeshAgent on Unit death
Items can be flagged IsDraggable, preliminary support for attachment using joints
Renamed Hostility conditions for clarity
Tribe+Knowledge.Discover no longer generates activity
Action resharper template
Reverted HumanController mistaken commit
Removed BehaviourGroups and all related systems from the codebase
Added Combat flag conditions to most AI modules
Fixed some null music refs
setup work on wolf and some files from mammoth
Added boost particles
Can only join one mission at a time
Added multiple start points