{"push_id":728861677,"size":1,"distinct_size":1,"ref":"refs/heads/oXc_kL","head":"94811f15a73d5a5c35d62130eb18ba025cbedf73","before":"669116a0fc339cee27495213fed652e52021a5c0","commits":[{"sha":"94811f15a73d5a5c35d62130eb18ba025cbedf73","author":{"email":"3d92c2556171e366c738d2eb4f0c395f45d64d3f@gmail.com","name":"kevL"},"message":"panicking soldiers no longer spot other units\n\n- bypass spotting in calcFoV if playerPanic is not finished.\n- includes significant changes to code flow to get visUnit indicators right.\n\nOptions: change 'noAlienPanicMessages' to 'alienPanicMessages'\n\t- trickle through code.\nNextTurnState:\n\t- do initiation of playerPanic here instead of BattlescapeGame::init()\nBattlescapeGame::setPlayerPanic() - new funct.\nProjectileFlyBState::init()\n\t- tighten up keyboard modifiers when targetting.\nUnitTurnBState::think()\n\t- refactor.\n\t- do not refreshVisUnit indicators if panicking or reacting.\nUnitWalkBState - do not refreshVisUnit indicators if panicking.\nSavedBattleGame:\n\tloadMapResources() - delay recalculateFOV() till Battlegame is instantiated\n\t\t- const Game param.\n\tendBattlePhase() - bypass dead units ....\n\nupdate Options.cfg - change to 'alienPanicMessages'\nupdate en-US - ditto.\n\nAttackDog.rul - increase TU for bite attack.","distinct":true,"url":"https://api.github.com/repos/kevL/OxC_kL/commits/94811f15a73d5a5c35d62130eb18ba025cbedf73"}]}