192,975 Commits over 4,049 Days - 1.99cph!
Added camera control invert options (tilt, rotate, zoom) and scroll speed multipliers
Enabled scenario system
Fixed button states getting stuck on main menu (was unable to switch between load game and game setup screens)
util.Base64Encode: Corrected output for 0 and 1 byte inputs
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Started expanding Scientists with more spawn control and mobility features.
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity
Fixed people gathering about a million sticks for the fire
Physics timestep 0.04 at 1x speed
Instanced a few more materials
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials
disabled island02 intro director
Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
Combat debug panel shows targeting status
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
downing anim trigger works but anim is bad
downed anim setup work (not finished)
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
HL1 headcrab no longer breaks HL2 headcrab and vice versa
Placeholder diving mask and fins art
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
Player.SetAmmo actually uses the new method with bounds checking
Always update unit fog of war radius
Fix for dormant ai related changes.
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Cold and Freezing effects have proper insulation checks
Added keyboard camera movement multiplier to options
Disabled grass until we can make it good
penalty when targeting fleeing units
Unit fog of war radius uses Senses.AwarenessRadius
Add extra delay to VisualFX destruction
Added fleeing below health threshold and various combat AI tweaks
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last few event hookups for help prompts
Don't show for overlay UI for units that are invisible
Even more work on dormant ai bug.
Fixed unit fog flickering
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
More work on dormant ai bug.
Improved offshore junkpile spawns
Fixed animals spawning inside small cliffs
Improved Ch47 drop points (no longer dropping on top of buildings)
Added CH47 drop point to SiteA
Fixed missing ladder volume from launch site
Pumping station has slightly larger prevent building volume
Islands WIP
When reloading / firing crossbow, only show / hide the arrowhead game object instead of the entire rig