199,292 Commits over 4,140 Days - 2.01cph!
Trigger fix.
Boar death prefab.
Boar footstep sound defs.
Boars flinch when attacked.
Ragdolls don't block your movement anymore.
Deer anim & sound stuff
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
Fixed double circle visuals
Made spectate cam not jank
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)
Added a block Impact fx field on shields, spawns when the shield blocks an impact
WIP cone damage spell type (currently deals damage + effects in a sphere sweep)
Block player inputting items into elite crates
Fixed thrown items sometimes being invisible until they hit something (projectile pooling bug)
Unit.Senses skips LOS check when the target is dead or in close proximity
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.
ActionData and derived types merged into new AIAction+Data partial
Added Actions.FollowCombatTarget (wip, not yet being used)
scientists gate greybox sketch
compound level progress backup
Various spellstuffs
Starting equipment.
Tickrate tweaks (AI run vision at slightly slower rate, pending load balancing or something)
Senses no longer uses a dictionary for lookup
Threat calculation for players (healing and damage both increase threat and it drains over time)
NPCs now score all targets using threat and distance, will switch targets if something beats the score of the current target
New spell target indicator
▊▄▍▄▆▊ ▍▆▉▋▆ ▌▍▅▊▅▊█▉▊▇ ▊▄▌▊▆▋ ▄█▍▍ ▊▍ █▅▄▇▅▇ ▋▋▇▅ █▋▅▅▊▅, ▅▌▄▌▌▊▄▄ ▅▇▄ ▍▍▌ (▊▋▊▍ █▍ ▊▌█▅ ▌▍▍▉ ▊▅ █▅▅▌▆ ▄▍ ▋▄▌ ▅▍▅▋▇▌▌ ▉▉▊▄▅▊▊▉▇█ ▌▄▍▊█ █▄▍▍▌)
▅▋▆▌▌ ▋▉▋▇▇▉▅▇▊▍ ▉▅▌▉▆ ▆█▌ █▉▉▌█▅▅ ▊▇▉█▌ ▍▉▉▆▅ ▍▄▉▇▅▆▋
FollowCombatTarget action no longer results in dank circling
Idle AI Goals now interrupted by combat.
Target facing if we can't move to target.
Various senses optimisations and cleanup
Fixed players being healed getting more agro from their aggro list...
Fixed player agro lists getting added to too often
fixed missing deer death sound
UnitView target facing replaced by Utility class and greatly simplified.
New target facing used in face target action and follow combat target action.
NavMesh updateRotation stuff
set turn layer weight to 0 because we're not currently using it
CombatAbilitySelector now logs to self unit rather than target
more combat ability logging tidy up
moved target facing from SimTick to Tick in FollowCombatTarget
speed of rotating to face target is now defined on Navigation component.