- The parent fields of the nodes are cleared before finding a path. Should fix the "constructing final path failed" errors.
- Nodes that have been marked as unreachable because of GetNodePenalty can still be used if another path to the node is found.
Fixed damagemodifier sounds being completely ignored due to a variable misname
Added structure damage possibility for melee weapons so you can break down windows with a crowbar in spectacular fashion (it's clearly a very inferior method to plasma cutters though)
Clown hitsounds are in now which is awesome. Beat up some clowns!
- Explosions can sever limbs even if the target character is dead. Now explosive projectiles can explode creatures into pieces even if the creature dies of the initial projectile impact and not the explosion.
- Disabled blood particles on carriers and fractal guardians.
https://puu.sh/yQ8fs/61e12f15c6.webm
TODO: Get rid of the "damagesoundtype" system and replace it with simple "tag" checking to allow customizability from content pack side
Fix damagemodifier sounds never being played (I've never once heard LimbArmor play on anything but mantis)
- AI characters can refuel the reactor when needed.
- AIObjectiveContainItem.CanBeCompleted returns true if the target item cannot be obtained or if the container cannot be reached.
- AI characters only weld leaks that are part of some submarine (i.e. not ruins).
Reverted OxygenAvailable values for diving gear + oxygen mask back to -100
Keeping sufforin OxygenAvailable at -10000 tho, that seems like the way to completely cut off any and all oxygen suppliers from acting
- Characters can use oxygenite shards (or any other item with an "oxygensource" tag) in diving suits/masks.
- AIObjectiveFindDivingGear doesn't count as being completed if the character has diving gear in their inventory unless the character has equipped the gear.
- AIObjectiveGetItem doesn't count as being completed if equipping the target item is required and the character hasn't equipped it yet.
Added tags to Status Effects, which also allows for fancy stuff like checking for tags over duration elements for more interesting interactions.
Adds "stackable" variable which dictates whether or not the same duration/delay effect can be applied to the same target(s) at the same time. This is a bit imperfect at the moment.
Adds Chloromydride which is a non-stackable chem stabilizing critical health which stops its effects once the health is stabilized.
TODO: Remove target from Targets if he already has it, and if targets becomes empty, return;
TODO: Conditional tag-checking and status effect tag-checking, plus more "special" checks like SpeciesName and other non-serialized options.
TODO: StatusEffect Cancel component to stop delayed/duration effects
Make Calyxanide only cure non-turned humans and hurt turned player husks
Make husk eggs not stack infection with more injections
TODO: Allow conditionals to check for non-serialized properties like SpeciesName for absolute POWER
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill
Diving Mask and Diving Suit are now craftable
Diving Suit is now deconstructable
Fixed buttons yielding different materials on deconstruction
- Don't spam the shit out of status updates (TODO: send update
immediately on drastic changes)
- Fixed some potential message misreading
- Readded homoglyph name comparison
Fix DelayedEffect being unusable by monsters due to monsters calling Single Target Apply in their Attack, which DelayedEffect doesn't override, by making Apply (single target) call Apply (multiple targets) which THEN calls the protected Apply function.
Nerf Amanitin to require two injections to be lethal. First injection only stops oxygen from regenerating and slightly saps HP.
Add Cause of Death to Health HUD
- Replaced item name comparisons with Prefab.NameMatches (-> item names can be changed without breaking the AIs).
- Having an AIObjective set as the current order of the character doesn't automatically cause it to have a high priority. For example, the order to fix leaks has a low priority if there are no leaks to fix.
- AIObjectiveFixLeaks makes sure the character is wearing a diving suit before going to fix a leak. The characters used to run in and out of flooded rooms because the AIObjectiveFindSafety objective would become active as soon as the character entered the room, causing the character to run out, and then immediately run back because they are no longer in immediate danger of drowning, making the FixLeaks objective the most high-priority one.
- Characters attempt to find a room with no water in AIObjectiveIdle even if the character is wearing a diving suit.
- AIObjectiveFindSafety considers flooded rooms dangerous even if the character is wearing a diving suit (-> the character attempts to go into a more dry room instead of happily idling in the flooded one).
- Distance to a hull doesn't decrease its desirability nearly as much in AIObjectiveFindSafety (-> fixes characters not bothering to move into a non-flooded room if it's far away).
- AIObjectiveOperateItem makes sure the item is equipped before using it (-> characters can't weld leaks with the welder in their inventory).
CPR:
There's now a difference between CPR on bleeding, CPR on hurting and CPR on oxygen deprivation.
If you try to CPR bleeding people, it will make bloody sounds and particles while hurting them. So don't.
If you CPR people with less than 0 health, it will do RNG based on your skill level to bring them back to life with 2 HP.
Otherwise if you CPR their oxygen back, chest pumps will simply prevent oxygen deprivation and mouth-to-mouth will bring back their oxygen while taking yours based on the skill level.
Crit:
Changed it so you always lose oxygen when critical. Your heart stopped either way!
- Name tags on characters that are outside the camera view are automatically hidden to avoid the costly visibility checks.
- If the controlled character or the target has no head, the visibility check is done based on the position of the torso.
- Fixed sub->outside visibility checks.
- Fixed invalid attributes in the flashlight config.
clientist should also display stuff
TODO: Log inventory interactions like putting item in slots (e.g. oxy mask equipped in Head slot or equipped in Any slot, etc.) so you can tell the exact moment someone decided to disguise themselves.
This only affects "DisplayName". The reason why I can't completely override the .Name for the client from server is due to how crew manifest and CharacterInfo classes are handled - it would require a major rework of many Character-related systems and interactions to truly make this "hack-proof".
Server hosts will have to stay on their toes I guess.