2,268 Commits over 274 Days - 0.34cph!
Target/flee target/last attacker in debug
AI debugg special case facts display
Ctrl click entity in debug list to select gameObject in scene hierarchy
Fixed combat log displaying damage as decay if the damage was fully blocked
AI senses resets all scores before scoring targets in query
Fixed NPCS not fleeing
Cloud tweaks
Cloud texture improvements
Stealthbox has its own terrain
Crabs get wet. (important)
Fire torrent spell ignites.
Cleaned some shit we don't need.
Sky dome date has a moon.
Slightly improved the shitty mountain texture.
Accidentally fleshed out the testbox arena a bit.
Vamp knight footsteps aren't so super loud.
Test to replace Angle with pure Dot product when testing FOV.
Can use weapons while in the air
Some optimizations to NPCs. In particular range optimizations and reduced gc alloc.
Wrapped spell debug stuff behind spells.debugvis convar
Spell tweaks.
Buck death fix.
Fixed some cone spell issues
Cone fx works while moving
Added the ability to toggle damage scaling based on distance from cast point on cone spell (defaults to false)
Cone spell fx that collides with world layer.
Cone damage now does a small trace to see if anything solid is in the way, adjusts the overlap sphere distance accordingly
Spell target will no longer change while a spell is channelling
Can now hold RMB to target yourself
Fixed some client compile issues
Added an orient to view field to spell effects, if true the effect won't be parented to a transform and will be spawned in front of the players view (see TorrentFirePH effect for correct orientation)
AI now has vision and hearing senses, proper FOV
Added stealthbox
fixed missing deer death sound
Fixed player agro lists getting added to too often
Various senses optimisations and cleanup
Fixed players being healed getting more agro from their aggro list...
New spell target indicator
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
Various spellstuffs
Starting equipment.