198,617 Commits over 4,140 Days - 2.00cph!
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Hostility check now checks if the other unit is attacking a member of our group
Stationary scientists also have interest points to look at when idle.
Improved interest point usage when patrolling a route.
wip rework of the my next match panel for post match stage
More EntityManager tick cleanup, budget config etc
Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
More lenient facing target condition
EntityManager upate cleanup
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bunch of squad editor UI fixes/nre
Don't strip child objects when tagged as "persist"
Fixed spinner wheel placement NRE (in editor?)
Fixed bug with camera rotation not being correctly disabled when entering squad editor UI with mouse and re-enabling when exiting the UI with mouse
Fixed issue with vm rock idle popping
High external walls and gates decay much faster when placed outside of TC range
Combat log is delayed by 10 seconds (combatlogdelay convar)
BBQ volume tweaks to prevent clipping through walls
Merge from building_system_3.2
Eoka desc update
Diving suit typo fix
Phrases
block players inputting items into APC crate
approaching player units now shouldn't happen if we already have a combat target
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
Remove zombie looper from playable chars
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
Zombie mode back to normal
Another zombie mode mod. Testing to work out a networking issue.
TEMP zombie mode change for instant start
Optimised some campfire related target filters to filter by ID
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Player component profiling
UnitInfoWidget optimisation
Weapon inaccuracy + recoil + view punch work.