193,048 Commits over 4,049 Days - 1.99cph!
BBQ volume tweaks to prevent clipping through walls
Merge from building_system_3.2
Eoka desc update
Diving suit typo fix
Phrases
block players inputting items into APC crate
approaching player units now shouldn't happen if we already have a combat target
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
Remove zombie looper from playable chars
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.
Zombie mode back to normal
Another zombie mode mod. Testing to work out a networking issue.
TEMP zombie mode change for instant start
Optimised some campfire related target filters to filter by ID
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Player component profiling
UnitInfoWidget optimisation
Weapon inaccuracy + recoil + view punch work.
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.
added basic divesite
scuba gear spawns in tool crates
protocol++
Fixes roles assignment UI not showing unit rows
added wip hairstyle 06 and updated dyesets
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
compound interactables only one user
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)
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
break condition on Approach Player Units Goal plan
TargetIsWithinAggroRange overload fixes
Settlement indicator foldout from icon on click
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
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Fixed people not dropping other units when reviving them
More UI modal state cleanup
Progression window cleanup
Fixed shitty ping pong behaviour in Human-Cook AI module
More progress on interest points for patrolling scientists.