201,299 Commits over 4,171 Days - 2.01cph!
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
- Moved network physics checks (Bill F's ones for listen servers) out of NetworkEntity and into GamePhysics, since all they need as a reference is any GameObject, and this allows things without a NetworkEntity to use them.
- Fixed explosion damage not working correctly on listen servers.
Icons for status effect UI
Fixed enemy overlay widget flickering
Fixed secondary DM attack AI never winning (now highest priority, might cause issues with weapon management @sebov?)
Hooked up status effect widgets
Hooked up spell fail reasons to the AlertUI
Fixed spells getting double fired
Fixed being able to cast spells with non-channelling weapons in the editor
Player now has to hold sprint +move to cancel a channelled spell (used to just be move)
Exposed a channelling spell move modifier to Player, set to -60
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
Proper item tooltip UI widget.
Some StatusEffect cleanup
ItemoModeConsumable can now apply status effects (standard proc setup like other items)
(Hopefully) Hooked up new item tooltip
fixed a bug with free mod slot check when trying to equip mods.
mod slot index now gets correctly set on equip
Hand/arm meshes added to clothing .fbx
Added viewmodel clothing prefabs
Fixed building UI not registering clicks in some cases
Fixed tooltips being hidden when being triggered quickly by multiple UI elements
Registration to containers working for gathering for fire (untested for other stuff)
Fixed some bad tooltip assignments
Fixed micro tooltip missing followCursor component
Stuck a load of Unit.Items logging behind UnitDebug.Items option, exposed in debug tools
Debug tools settings tab is now visible outside of playmode
Moved all debug bools to BeforeDebug static
merge from container registration stuff
More mod inventory UI work
Necessities cohesion drain now uses a min/max range for the time and value, evaluated by an animation curve
Cohesion leaver stuff no longer tests mood threshold, never picks leader
Fixed cohesion leave/join events using incorrect dateTime
Unit.GroupMember holds a join time
Building destroy on decay optional
Container registration now applies to stockpiling too
Fixed potential NRE in DetailOverlayUnitElement
Building construction state overlay
Cleaned up a bunch of old UI prefabs
Fixed missing building overlay icons
Stat balancing stuff from the sheet WIP.
Material tweaks.