repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

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