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4,307 Commits over 1,919 Days - 0.09cph!

1 Year Ago
Run Apply before Set to recreate any peg setup betfore we save it.
1 Year Ago
Autoset editor script now spawns items maintaining their prefab links and applies the changes to prefabs. Increment loop count so the progress bar actually progresses....
1 Year Ago
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
1 Year Ago
merge from autoset
1 Year Ago
Standardized rack setup across all racks.
1 Year Ago
Fix Z position when applying offset.
1 Year Ago
merge from weaponracks
1 Year Ago
merge from main
1 Year Ago
position correctly
1 Year Ago
more
1 Year Ago
Z offset tweak for standing weapon rack
1 Year Ago
Couple of updated test weapon prefabs
1 Year Ago
Autosize wip/test
1 Year Ago
Placement pivot offset tweak for standing rack
1 Year Ago
Fix weapon rack grid debug drawing to alse use the collision offset not transform
1 Year Ago
Weapon stand tweaks, reduced slot count, resized grid, moved grid up. Fixed GetPosition returning transform offset not collision offset.
1 Year Ago
compile fixes
1 Year Ago
merge from main
1 Year Ago
merge from hackweek_ai_test_arena (just the arena stuff)
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Revert cover point changes just for merge to main
1 Year Ago
merge from main
1 Year Ago
Editor script Set now auto sets weapon config sizes
1 Year Ago
merge from main
1 Year Ago
Calculate X offset correctly using Z size for standing racks.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
misc refactor & fixes
1 Year Ago
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
1 Year Ago
compile fix for infinite_ammo_convar
1 Year Ago
client/server compile fixes
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
model update
1 Year Ago
NRE fix
1 Year Ago
merge from mfm_test
1 Year Ago
Fixed placement issue. Recreated test save to be compatible with latest proto.
1 Year Ago
Updated item ID handling to work with new main chainges. Codegen.
1 Year Ago
merge from main (test, had to resolve a bunch)
1 Year Ago
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. Scientists will now sometimes charge players if they have enough ammo and health. Fixed action timer not resetting and slightly reduce the time.
1 Year Ago
Reworked field of view for Scientists to make it possible for them to not notice you. 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.
1 Year Ago
Scientists switch to attack state not take cover state when attacked by an undetected player
1 Year Ago
Slightly increase random movement area range in combat state
1 Year Ago
Scientists 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
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
1 Year Ago
killscientists kills tunnel dwellers too