192,974 Commits over 4,049 Days - 1.99cph!
UnitView target facing replaced by Utility class and greatly simplified.
New target facing used in face target action and follow combat target action.
fixed missing deer death sound
Fixed player agro lists getting added to too often
Various senses optimisations and cleanup
Fixed players being healed getting more agro from their aggro list...
Idle AI Goals now interrupted by combat.
Target facing if we can't move to target.
FollowCombatTarget action no longer results in dank circling
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New spell target indicator
Tickrate tweaks (AI run vision at slightly slower rate, pending load balancing or something)
Senses no longer uses a dictionary for lookup
Threat calculation for players (healing and damage both increase threat and it drains over time)
NPCs now score all targets using threat and distance, will switch targets if something beats the score of the current target
Various spellstuffs
Starting equipment.
scientists gate greybox sketch
compound level progress backup
ActionData and derived types merged into new AIAction+Data partial
Added Actions.FollowCombatTarget (wip, not yet being used)
only do min range check on abilities with a non 0 min range.
units must now be facing their target to be able to attack.
Unit.Senses skips LOS check when the target is dead or in close proximity
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Block player inputting items into elite crates
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
Added an effect recycle status effect component, add it to any effects that should be destroyed once a status effect is removed (so effects could be made to loop)
Made spectate cam not jank
Fixed double circle visuals
Fixed some issues with z game circle + now using less #if CLIENT/SERVER flags. Although things aren't perfect as there are two visual circles on listen server now
Ragdolls don't block your movement anymore.
Deer anim & sound stuff
Boars flinch when attacked.
Boar footstep sound defs.
Trigger fix.
Boar death prefab.
Also unset agro when setting flee fact
Boar sound triggers.
Various sound tweaks.
Fixed fight chance flee roll not setting the flee timeout
Might have fixed blood fx playing when the player blocks a hit
Boar anim refinement & stats.