192,968 Commits over 4,049 Days - 1.99cph!
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
Stat debug fields update value when not focused
reverted back to original style player wounded ( which starts in an offest position and ends on the origin)
Added option for effects to not remove unit flags when removed.
One Shot Kill won't remove Dead flag on removal.
Revive Unit display name is now Revive
Reviving now takes time and has an animation
disabled unit gizmos on portrait clone views
scripts /units/ cleanup
better stats debug panel
more AI options panel work
small refactor of UIMapButton to make it more reusable
wip AI quick play options panel
Merge from projectile_trajectory
Network++
added AIDifficulty enum.
AISettings now takes AIDifficulty param, sets values.
Added MoveOutOfDangerChance, AttackNoMoveChance , AttackMoveChance values, control AI.Think() decisions with them.
VisitURL no longer opens mid game while jumping, opening chat
wip ai difficullty control.
fix for capture point NRE when completely capturing a point.
Added a text component that shows the current key binding to each belt bar slot
Removed reload binding
Fixed jittery NPC movements which were caused by a lack of hysteresis when their speed was right on the border of run animation speed
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
A big of game mode spawn method refactoring
Fixed a voice exception with the playermodel?
Clearing bindings now triggers a cfg save
New default bindings:
Equipment slots are now mapped to Q,E,R,C
Can also trigger slot1 and slot 2 with mouse wheel up/down respectively
Crafting menu shortcut is now Z
Added a special game mode for spectating bots playing
Added early bail if disconnect on client is caused by app quitting. Prevents some errors
buffering of ClearEffects so we actually remove all effects.
gating of Effects stuff with Enabled status of component.
Revive effect actually removes downed effect, not just the disabled flag
scientist projectiles no longer hit the ch47 fuselage due to lerp
can once again stick c4 etc on vehicles
hackable crate resets decay time when hack start/stops
much, much better push behavior
exiting boat at low velocity places you on top of boat
removed ability to spam swapseats
StripFlags no longer invokes flag removed events, This stops people from un-ragdolling when they go from disabled to dead.
Reaching 0 health during combat now adds the downed effect.
Fixed effect logging order
People no longer regen health while downed.
Cleanup of potential non-resetting of effects.
Misc target filtering tweaks.
Fixed nudity censor clipped by water and water masks
hearing and visibility scoring tweaks, vision multiplier
player visibility value