192,988 Commits over 4,049 Days - 1.99cph!
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Git: Slightly improved performace of player animations
Placeholder diving tank/regulator art
progress backup
final ground meshes
active sentries added in
compound scene2prefab
Never spectate disconnected players
Might have fixed the spectating bugs. There was an issue where the spectator entity didn't get destroyed on disconnect. The player would spawn a new character in a new round, but still have their spectator entity as well, which would grab the camera.
Needed some IsUnityNull() checks to replace simple null checks in interfaces that could be MonoBehaviours
Fix issues that occurred if a character was synced to a client when already dead, and the NetworkEntity was destroyed before init completed. Happened fairly reproducibly on game modes with lots of characters dying frequently, like zombie mode (with zombies dying).
Fixed bugs on clients for players dying while in a vehicle
progression window bounds/clamping stuff
More progression UI progress, editor generation of content
Greyscale UI shader
Change "didn't expect a Deserialize after Init" from error to warning
Bots are a bit more likely to jump off plane
restored all help prompt IDS and event listeneres
added wetsuit
hazmat suit also protects from getting wet
can wear hats with goggles
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
updated diving gear
added oxygen tank
no more cold breath under water
protocol++
correctly named rat attack event
debug selected animals can be commanded to attack
progress backup
compound scene2prefab
adding pulse to the career button
updated help prompt
rat mesh polish
rat idle polish
added anim events to rat attacks
Progression window zoom/pan and improved layout
Unit eye color/size control in debug view
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
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Placeholder wetsuit art (missing female version for now)
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
rat sleep anims are better
ai_dormant true by default
Added game_event.trigger console cmd
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
progress backup
compound scene2prefab
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
squad editor wip help prompts