userAdam Wcancel
reporust_rebootcancel

4,348 Commits over 1,919 Days - 0.09cph!

1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
position tweaks, scene.
1 Year Ago
weaponrack_wide light points setup. test save update.
1 Year Ago
Very bad and very placeholder lighting setup, to test functionality
1 Year Ago
wip lights functionality
1 Year Ago
merge from main
1 Year Ago
weaponrack_tall deploy/socket tweaks
1 Year Ago
Updated deploy/sockets for weaponrack_wide
1 Year Ago
Updated placement guide mesh for weaponrack_wide
1 Year Ago
turn tests
1 Year Ago
merge from main
1 Year Ago
Setup placement guide meshses
1 Year Ago
Fixed materials
1 Year Ago
merge from main
1 Year Ago
merge from weapon_switching
1 Year Ago
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled. Updated prefabs to enable it with a 40% chance for now.
1 Year Ago
Reduce spas12 AI effective range
1 Year Ago
50% chance to switch weapon based on target range, when in cover.
1 Year Ago
merge from ai_tweaks
1 Year Ago
Add a LOS and distance check to turn and run for cover
1 Year Ago
merge from ai_tweaks
1 Year Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
1 Year Ago
merge from ai_tweaks
1 Year Ago
merge from main
1 Year Ago
Arena design flank test, can flank from cover as an option.
1 Year Ago
compile fix
1 Year Ago
merge from main
1 Year Ago
flank test design
1 Year Ago
Added DDrawAnimalMovement editor convar, draws animal movement info for debugging/testing, currently: magenta line: current ServerRotation (set to navagent desiredVelocity.normalized) cyan line: clientside movement delta, used to slerp clientside rotation to yellow line: current clientside rotation
1 Year Ago
Fix incorrect state enum
1 Year Ago
Load FlankState in ScientistBrain
1 Year Ago
cleanup
1 Year Ago
flanking wip
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Updated all scientist AI designs to now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
1 Year Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
1 Year Ago
merge from cover_merge: Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo. Fixed bug with scientists shooting when not facing towards their target. Fixed combat action timer not resetting and slightly reduce the time between actions.
1 Year Ago
disable some wip flank code
1 Year Ago
wip cherrypick/merge
1 Year Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
1 Year Ago
Standardised vision stats of all scientist prefabs to new values
1 Year Ago
merge from main
1 Year Ago
compile fix
1 Year Ago
profiling fix
1 Year Ago
vision change merge wip
1 Year Ago
Slightly increase random movement area range in combat state
1 Year Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.