201,975 Commits over 4,171 Days - 2.02cph!
fixed dragged unit using wrong color in the squad editor
update career squad unit UI prefab
Tuned the soft targeting to work a bit better in a crowd.
Moved windx manager clear to server leave
Don't distance test directional zones
Touched foliage shaders again
Chromium 65... scrolling is broken
Unit.Morphs is no longer a default component, disabled on all animals
Fixed potential KNFE when adding an effect to a unit with no morph support
Fixed pause menu not closing when hitting escape
Added logging for behaviour breaks (trying to catch elusive invalid subscription error)
AI scoring tweaks
4 New caves
Added collapsed tunnel (WIP Northen small monument)
Added road signs
Site A tunnels now have radiation
2 New recycler locations
Break behaviours with invalid subscriptions
Added high precision toggle to probex
adding mimmap to render portrait/logo images
updare render portait/shader
Fixed parenting regression when timed explosives attach to entities
Retired parentLocalPos and parentLocalRot
Fixed EntityComponentSimulator removing event listeners to TimeManager.OnMinute and OnGameSpeedChanged events on session change
set up the durability on the squad editor UI unit
Minor fixes for load order
Spells.
Consumable sound improvements.
Manifest.
Improved targeting icon.
rough pass at multiple players in vehicles
Small bunch of functional potions and elixirs.
Manifest.
Exposed a status effect to apply to target on ItemModSpell
Spell targeting will no longer target non-players
Made the functional elixirs be functional.
added dark materials and short dark materials. added hairtest prefabs. tweaked dyeset colours and settings. added lods and morph targets to facial hair style 1
Added effect procs for shield bashes
Added a stun to the test shield
Misc AI tweaks
Camera FX follow player, no longer parented
added _dark pubic varients. removed old hair textures and cleaned up folders.
Added a CastingRoot to BeltBarIcon, gets turned on when the player is channelling a spell equipped in that slot (also appears for a frame if a spell fails)
Getting stunned mid spell channel now interrupts the spell
Crouching and jumping now cancels channelling spells
Fixed being able to apply effects to a player while the player is dead (could fix effects still being active on respawn)
Manifest.
Items.
New energized status category.
Fix radial damage not filling in the hit entity (fixes magic damage not triggering the combat log)
A bunch of work getting the right ordering and counts on triggers etc
Round start countdown with UI
Removed damage array on StatusEffectDefinition (was misleading and badly implemented)
Damage dealt by status effects should now generate combat logs
Reworked the main menu so that you can access the options screen while connected to a server. Nextest-gen.
Custom statuseffect lines for the combat log
Status effects applied via the console now get attributed to the player
Made all combat event fields optional
Combat log now mentions when a status effect is applied to you
What's new shouldn't start open
Refactored the status effect system into StatusEffectManager, an entity component
No actual in-game difference, but now that it's a component we should be able to add it to NPC's in the future
Minor spawn fixes on Savas
render.DrawSphere will no longer draw one less longitude step than specified
Better npc_barnacle behavior with ai_ignoreplayers
Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
Game mode game round handling
can now hold left shit in unity editor when making purchases to force can afford check. (do it as you click tabs etc to get buy buttons too)
unit detail cards now reresh to show mod slots as you equip them from inventory.
reworked some detail/detail card stuff, cached some components etc.