192,957 Commits over 4,049 Days - 1.99cph!
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.
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Agro/Target cleanup, preperation for threat/score calc
Fixed score UI always showing
Guards no longer protect all the animals
Added support for randomising npc skin textures
Fixed NPCs considering other NPCs with no assigned faction to be hostile
NPCs longer see dead people
Cleaning up warnings in my code
Fixed flee timeout not being used
Evil predatory animals no longer fight each other
Nav agent radius exposed in defs, data cleanup
NPC vs NPC melee range checks have a little extra padding to account for the nav agent radius
Boards no longer run away from guards
Guards will no longer attack pigs and chickens for no reason
Senses forgets dead/nulled/destroyed entities