200,001 Commits over 4,140 Days - 2.01cph!
Merge in changes from Main. Erased my GUI changes for now, will re-add them manually
Reinstated my GUI changes after the merge
NPC behaviour isn't any better yet but performance is a lot better.
NPCs going to drug zones mostly working but WantsToBuySomethingNearby code is a huge mess, need refactoring
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
added Available flag to MatchDefinitionSO
GameHost will now only pick from available match types
Added AIEnabled flag to LocalGame.cs on LocalGame object, untick it to make the AI auto pass it's turn @ezmeow
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Added TileFall match action back to Deathmatch definition
Fixed TileFall to use the new tag change system. Works again now.
Effect icons in the detail view screen are now the same as the HUD widget
Tweaked LOD distances to prevent pop in
Scene2Prefab
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
Fixed ropes on ragdolls being attached to the wrong place clientside
set materials back to speed tree
viewmodel organisation - clean exports for some vms
added new skydome and skydome cloud prefabs
small change to where (moveStateLerped != moveState) is so will stop units from running really slowly
Fixed an interior disappearing on the lowest settings inside the rocket factory
Attempt to fix rock formation offset
each GameInstance now has it's own System.Random instance and stores the seed.
added RandomRange(min, max) to GameInstance, to be used for deterministic shit. Increments a counter each time it's called, so we can debug/test
attacks that use a damage range now use the GI function not unity's
Fixed a bunch of skinnables not having their bundle set
Race mission fixes
Avatar downloading from Steam Friends
UnitDmgInfo now calculates the potential minimum health of an attack, taking into account max damage and armour
AI.GetOrderedDmg() is now sorted by potential minimum health instead of potential damage, so the AI prefers to target enemies they can get nearer to death than just a big hit
Updated ASE to latest version with shader instancing toggle
Disabled batching on before/foliage shader + enabled instancing
Activated instancing on tree trunk and leaves material
Renamed Color to Main Color on before/foliage shader due to runtime errors
Allow non local connection
Random squad generation wip
stamina use for projectile weapons
autohide hud elements when inactive
hotbar fiddling
AI now creates a random squad each match (currently copies the spawn positions from the player's squad though)
Zone+Weather sets shader global "global_Wind" in Update
Merged rocket factory interior objects for optimisation
Rocket factory lod materials
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers