19,298 Commits over 1,614 Days - 0.50cph!
Stat debug fields update value when not focused
Added option for effects to not remove unit flags when removed.
One Shot Kill won't remove Dead flag on removal.
Revive Unit display name is now Revive
Reviving now takes time and has an animation
disabled unit gizmos on portrait clone views
scripts /units/ cleanup
better stats debug panel
buffering of ClearEffects so we actually remove all effects.
gating of Effects stuff with Enabled status of component.
Revive effect actually removes downed effect, not just the disabled flag
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.
Fixed effect logging order
People no longer regen health while downed.
Cleanup of potential non-resetting of effects.
Misc target filtering tweaks.
Databrowser cleanup, search and grouping improvements
Animals will no longer attack downed Units
More progress on downed units
Added Downed effect which disables Units instead of killing them.
Added Revive interaction to get them back up (currently only happens through player command).
Enemy indicators show for anything being attacked by the player tribe
Fixed unit leaving tribe UI popup having a "decline" button
Enemy indicators now show for all hostile units (not just humans)
Rotate to face SmartObject when moving to an SmartObject interaction
perception range condition now accounts for FOV and sleeping status
Component cache animator support
Health vital on unit indicators
FogOfWar added to game options, defaults to off for now since its pretty shit
UIWidget/Element component caching improvements
Added target facing to approaching unseen attackers (should help when being attacked from behind)
Added MovementSpeedComparison and used it so that attackers with a higher jogging speed than the sprint speed of their targets will jog to attack
More vitals on selected unit widget
Split unitView gizmo stuff to a partial
Attackers should now be able to approach targets at walking speed if they are somewhere in between jogging and sneaking range
Detail overview Unit icons are now clickable
Hunting score tweaks
Fixed BuildingStatusElement showing when it shouldnt
Fixed BuildingStatusElement showing twice for addons and buildings with addons under construction
disable player command cooldown on being hit in combat
Ported some senses visualisation back from Ruin
rejigging priority on secondary slot to make sure people equip weapons
combat timeouts to TimeSince and a bit more generous
Added condition for movement modes being enabled to avoid spamming the movement mode AI
speed of rotating to face target is now defined on Navigation component.
moved target facing from SimTick to Tick in FollowCombatTarget
more combat ability logging tidy up
CombatAbilitySelector now logs to self unit rather than target
set turn layer weight to 0 because we're not currently using it
NavMesh updateRotation stuff
UnitView target facing replaced by Utility class and greatly simplified.
New target facing used in face target action and follow combat target action.
Idle AI Goals now interrupted by combat.
Target facing if we can't move to target.
FollowCombatTarget action no longer results in dank circling
ActionData and derived types merged into new AIAction+Data partial
Added Actions.FollowCombatTarget (wip, not yet being used)
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.