199,995 Commits over 4,140 Days - 2.01cph!
Fixed bad drawing check in playerController blocking inputs for movement mode while doing LMB hold move
Can now right click a .Unit file and render just that unit's portrait
Flame turrets can see through twig building blocks as well
Updated scrap icon
Quests are now missions. Quest sounded gay.
Started adding Smell to Entities
Rocket factory tower stairs
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Disabled faction stuff cause I broke the database when drunk
Debug panels use new header style
Attack target ability, default for hostile units. Hunt is animal only
Fixed perception checks not working for units in UDM
Combat/General/Observe Threat behaviour tweaks
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Merging in that latest from trunk
Merging the updated save/load system into Main, this is usable now.
Block loading saves in CLIENT+SERVER mode
Added memoverride.cpp implementation compatible with VS2017
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
Fixed up AddRecord stuff I missed
A bit more interesting application of mood change when scared and fleeing.
ground zero cols and LODs progress + prefabs
Fix for portrait render breaking builds
more match-time spawning WIP
Added -steamtest to try to identify a cause of NoSteamUser
Automated Linux DS Build #741
Automated Linux Build #741
Automated Windows Build #741
Started cleaning up face target/look at code
Watch target scoring improvements, break conditions
Goal plan editor and break condition eval cleanup
Attack hit/block bonus is now worked out at 5% per tile height instead of a flat 10% for being higher/lower
ground zero cols and LODs progress + prefabs
unit miniframe prefab updated with hit header link
Looking at pre allocated NetworkEntities.
Set message object enabled again
Attack info panel hit % now shows attack direction
replaced & added burner A anims - ( not final, committingfor Adam to check code)
ground zero cols and LODs progress + prefabs