199,286 Commits over 4,140 Days - 2.01cph!
Added a new self proc chance field to NPC definitions, will proc an effect on self for each attack
adding particle dissolve shader
adding particle textures
WIP rework mortar impact FX
WIP igniter tile top
updated flipper FX
update/optim burner flame
BaseAttackViewAnimEvent, FX is now parented to world instead of unit to avoid moving FX when moving the unit right after attacking
Added TimerProcs to NPC's, triggers at set intervals while a NPC is aggroed
Made the ogres work again
Don't show healing combat log lines when self-healing
Ogre stat/anim/sound/material tuning
Cleanup
Ogre knockback test
Manifest.
made test heads area with test heads materials
light hair materials are now more blonde
more units and mods available each week on the market
team roster background is now only shown in modal views, so in tab view you can see through to the background like the other tabs.
update mortar impact FX/arc projectile
fixed flipper FX oritentation
Fixed some NPCS with 0 vision
Fixed unit leaving tribe UI popup having a "decline" button
Enemy indicators now show for all hostile units (not just humans)
Enemy indicators show for anything being attacked by the player tribe
Player voice affects their noise value, so you can shout at NPCs to agro them (probably)
Player visibility and noise value exposure
Projectile trail renderer is invisible for the first 6 meters
Added Downed effect which disables Units instead of killing them.
Added Revive interaction to get them back up (currently only happens through player command).
More progress on downed units
Animals will no longer attack downed Units
Databrowser cleanup, search and grouping improvements
rebake workerbot model for igniter, merged texture/mesh, rerender proper portrait, updated prefab
hearing and visibility scoring tweaks, vision multiplier
player visibility value
Fixed nudity censor clipped by water and water masks
People no longer regen health while downed.
Cleanup of potential non-resetting of effects.
Misc target filtering tweaks.
Fixed effect logging order
StripFlags no longer invokes flag removed events, This stops people from un-ragdolling when they go from disabled to dead.
Reaching 0 health during combat now adds the downed effect.
scientist projectiles no longer hit the ch47 fuselage due to lerp
can once again stick c4 etc on vehicles
hackable crate resets decay time when hack start/stops
much, much better push behavior
exiting boat at low velocity places you on top of boat
removed ability to spam swapseats
Revive effect actually removes downed effect, not just the disabled flag
buffering of ClearEffects so we actually remove all effects.
gating of Effects stuff with Enabled status of component.
Added early bail if disconnect on client is caused by app quitting. Prevents some errors
Added a special game mode for spectating bots playing
Fixed a voice exception with the playermodel?
Clearing bindings now triggers a cfg save
New default bindings:
Equipment slots are now mapped to Q,E,R,C
Can also trigger slot1 and slot 2 with mouse wheel up/down respectively
Crafting menu shortcut is now Z
A big of game mode spawn method refactoring
Fixed being able to cast more than one spell at a time
Default bind Use to F (was E)
Added a global spell cooldown that blocks all other items/spells after using a spell (1 second right now, exposed as MinTimeBetweenCasts on the player prefab)