200,693 Commits over 4,171 Days - 2.00cph!
Removed changes that failed to fix Dormant bug.
Fix for entities potentially being hidden by fog when they shouldnt
Removed ancient code to ignore multiple position ticks that were received in a single frame
Fixed server / client time offset corruption when receiving ancient entity ticks (e.g. when having both AI dormant + network caching enabled)
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
squad editor wip help prompts
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
progress backup
compound scene2prefab
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
Added game_event.trigger console cmd
ai_dormant true by default
rat sleep anims are better
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
Placeholder wetsuit art (missing female version for now)
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Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Unit eye color/size control in debug view
Progression window zoom/pan and improved layout
rat mesh polish
rat idle polish
added anim events to rat attacks
adding pulse to the career button
updated help prompt
progress backup
compound scene2prefab
debug selected animals can be commanded to attack
correctly named rat attack event
updated diving gear
added oxygen tank
no more cold breath under water
protocol++
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
added wetsuit
hazmat suit also protects from getting wet
can wear hats with goggles
restored all help prompt IDS and event listeneres
Bots are a bit more likely to jump off plane
Change "didn't expect a Deserialize after Init" from error to warning
More progression UI progress, editor generation of content
Greyscale UI shader
progression window bounds/clamping stuff
Fixed bugs on clients for players dying while in a vehicle
Fix issues that occurred if a character was synced to a client when already dead, and the NetworkEntity was destroyed before init completed. Happened fairly reproducibly on game modes with lots of characters dying frequently, like zombie mode (with zombies dying).
Needed some IsUnityNull() checks to replace simple null checks in interfaces that could be MonoBehaviours