192,957 Commits over 4,049 Days - 1.99cph!
Various spell & anim improvs.
Scene
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
Scene.
Asset nav exclusions.
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Sped up casting progress bar so it could keep up with new spell speeds
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Got payer characters to de destroyable without ragdoll etc as well.
Added an onKeybindingsChanged event to GlobalMessages, updates string displays when invoked
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NPCs don't generate ragdolls at end of round anymore either
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Got rid of vehicle wreckage at end of round
Added vehicles option to game mode, and destroying vehicle at end of round. Although I need to deal with the wreckage issue.
Finally got Z Game player counts working correctly with zombies killing players
Make sure that nav stops when attacking
AI must have FOV and LOS checks to attack
UIElement no longer caching Tweeners
fixed double binding for F in default keys
Thicc spell projectile hitboxes.
Fixed item stats values being lost (wrong FormerlySerializedAs fieldname). Updated all values to x60 their original per second values
Dead players should no longer cast spells
Fixed players having idle noise value of 1
potential spell casting fix
scaled down ch47 map marker
skin approval
fix unit healthbar portrait animation
rerender igniter portrait with proper idle
removed error spam in BuildingView when we cant find a mesh renderer
TribeSpawner can specify hostility to player tribe
Removed testbox_diplomacy
Added testbox_combat
Added vertex alpha mask toggle for wetness (rust/std + core/foliage)
Enabled wetness in all quality modes (rust/std)
Removed ununsed wetness references
igniter :fix textures / material rig / animations / controller / WIP particle setup
file cleaning
career opportunities can now occur slightly more often
regen options UI forms
fixed obscured FoW mode not working
Fog of war mode now exposed in options, added traditional RTS style mode
Added PhysObj.ApplyTorqueCenter( Vector/AngularImpulse )
Added PhysObj.GetShadowPos() = Vector
Added PhysObj.GetShadowAngles() = Angle
Added PhysObj.GetVelocityAtPoint( Vector ) = Vector
Added PhysObj.SetContents( uint )
Added PhysObj.GetContents() = uint
tweak AI difficulty band values.
career mode AI difficulty increases during the season, starts of super easy.
ai options panel tweaks/cleanup/fixes
implemented AI difficulty selection for practice mode
more practice ai options wip: ui, code, integration to menu flow
Remove fire delay when scientists are mounted.
Updated 360 shooting pose