192,967 Commits over 4,049 Days - 1.99cph!

7 Years Ago
disable player command cooldown on being hit in combat
7 Years Ago
Test to replace Angle with pure Dot product when testing FOV.
7 Years Ago
Sense vis tweak
7 Years Ago
Ported some senses visualisation back from Ruin
7 Years Ago
rejigging priority on secondary slot to make sure people equip weapons
7 Years Ago
Can use weapons while in the air
7 Years Ago
combat timeouts to TimeSince and a bit more generous
7 Years Ago
Integrated the other trigger types into my UI system. All done now.
7 Years Ago
Added condition for movement modes being enabled to avoid spamming the movement mode AI
7 Years Ago
data apparently
7 Years Ago
Another optimization
7 Years Ago
Some optimizations to NPCs. In particular range optimizations and reduced gc alloc.
7 Years Ago
NPC stuff Spell WIP
7 Years Ago
Merge from main
7 Years Ago
Network++
7 Years Ago
Wrapped spell debug stuff behind spells.debugvis convar
7 Years Ago
Spell tweaks. Buck death fix.
7 Years Ago
Working on a better UI display system for game modes, that will fix the players alive UI and generally mean less work in the future
7 Years Ago
Fix for the T4 template HasChanged check on strings. Strings were always returning HasChanged false since the value started on null, and they were missing the case where prev was null and current is non-null.
7 Years Ago
Another layer change
7 Years Ago
Fixed some cone spell issues
7 Years Ago
Cone fx works while moving
7 Years Ago
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
7 Years Ago
Cone spell fx that collides with world layer.
7 Years Ago
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
7 Years Ago
Spell target will no longer change while a spell is channelling Can now hold RMB to target yourself Fixed some client compile issues
7 Years Ago
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
7 Years Ago
Fixed NRE in fleeing
7 Years Ago
AI now has vision and hearing senses, proper FOV Added stealthbox
7 Years Ago
Add haveInited check as a workaround for double OnClientInitialize call
7 Years Ago
▉▅▅▆▄▄ ▌▋ ▅▋▇▌█▅ ▋▇▆▋ ▌▆▋ ▄█▇▍▌▉▇ ▍▅ ▄▉▄▌ ▋▌▍▋▋█▄▌ ▊▇█▇▍▅ ▉▊▋ ▌▆▇▆▉▊▋▆ ▆▉▉▋▄ ▋▌▋▊ ▇ ▌▇█▄█▅▌▇, ▄▍▉▍
7 Years Ago
Better fix
7 Years Ago
Fixed load order issue with z game circle
7 Years Ago
▅▄▆▌█ ▊▆▆▉▌▉▅ █▊▌▆▉ ▊▍▇ ▅▋▍'█ ▆▌▅▅ ▋▉▅▇/▆▌/▌▍█ ▌▆▅▇ ▊█ ▋▄▄▍▆▌ ▄▄ ▆█▍ ▌▇▄▋▊▊
7 Years Ago
IsHumanControlled fix
7 Years Ago
speed of rotating to face target is now defined on Navigation component.
7 Years Ago
moved target facing from SimTick to Tick in FollowCombatTarget
7 Years Ago
more combat ability logging tidy up
7 Years Ago
CombatAbilitySelector now logs to self unit rather than target
7 Years Ago
Improved fleeing
7 Years Ago
set turn layer weight to 0 because we're not currently using it
7 Years Ago
NavMesh updateRotation stuff
7 Years Ago
▌▊▉▌█▉▆ ▋▊▆▅▅▊▇▅ ▌▇▅
7 Years Ago
UnitView target facing replaced by Utility class and greatly simplified. New target facing used in face target action and follow combat target action.
7 Years Ago
fixed missing deer death sound
7 Years Ago
Tweaks
7 Years Ago
Fixed player agro lists getting added to too often
7 Years Ago
Various senses optimisations and cleanup Fixed players being healed getting more agro from their aggro list...
7 Years Ago
Merge from main
7 Years Ago
Network++