4,348 Commits over 1,919 Days - 0.09cph!
weaponrack_wide light points setup.
test save update.
Very bad and very placeholder lighting setup, to test functionality
weaponrack_tall deploy/socket tweaks
Updated deploy/sockets for weaponrack_wide
Updated placement guide mesh for weaponrack_wide
Setup placement guide meshses
merge from weapon_switching
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.
Reduce spas12 AI effective range
50% chance to switch weapon based on target range, when in cover.
Add a LOS and distance check to turn and run for cover
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
Arena design flank test, can flank from cover as an option.
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
Load FlankState in ScientistBrain
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.
Updated scientist AI designs to enter combat state not takecover when initially attacked
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.
disable some wip flank code
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.
Standardised vision stats of all scientist prefabs to new values
Slightly increase random movement area range in combat state
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.