192,970 Commits over 4,049 Days - 1.99cph!
locked crate no longer accepts player items
vehicles no longer collide with ragdolls (sorry flash)
Checked over ragdoll prefabs
Fixed KOTH mode not ending at 1000
Moved FaceTarget call to SetDestination
Fixed potential NRE in HairDyeCollection
Unit debug panel shows if the view is facing target or not.
Logging for FaceTarget.
Various WIP fuckery with target facing.
Tweaked foliage displacement to mitigate zfighting + look more stomped
Made guides opaque when placing in water
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
fixed nickname not always showing on unit panel
Fixed client not updating the skydome references. (Black hole in sky bug)
Removed some (presumably unintentional) debug logs from auto turret
fixed wrong mod slot display in squad editor
decreased range on bear and wolf attacks
Compound breaking line of sight on main street
Added scaffoldings and tarpaulin awnings greybox
SetDestination follow mode constantly updates destination to fix attackers going to a position that the target is no longer at
Final pass on duplicate kill prevention on Scientists + minor cleanup
removed empty combat ability from Wolf
Wildlife NPC wip
New FX point 'root' for effects originating from the ground.
Save++ because Helk decided to commit all monuments
Network++
Hapis, Savas, Koth ch47 drop points
Added hostility mode to CandidateEntityFilter
Candidate filtering should now be able to apply type specific filtering to the relevant entities if filtering by type is disabled
Defensive AI filters by hostile status.
Added pool.debug to standalone builds (only works in development builds)
fixed logo opacity
updated unit panel now display proper info when hovering unit squad editor button
minor AH fix for laptop
added map marker to ch47 crate
Made defensive AI target filters evaluate more than one candidate so people might actually defend themselves now
hitting scientists also causes the heli to aggro
m249 AI balance
m249 ai balance
extra scientist at ch47 rear
ch47 scientists become unhostile after 2 minutes of not receiving fire
protocol++
more sensible cargo heli spawn timings
Range fix for scientists mounted to the CH47.
ch47 ai work
ch47 crate dropoff
ch47 no longer orbits water wells or tier 0 monuments
NPC aim fixes
locked hackable crate (ch47 event)
Zombies stop attacking correctly when their target dies
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
fix unit panel nickname error in the squad editor
Mix tweaks
Boat engine sound tweaks
update unit panel
fixed blank team logo image when no texture