4,315 Commits over 1,919 Days - 0.09cph!
Added SlotSize and set it on weapon mount defs
Switched to PrefabUtility.InstantiatePrefab to keep prefab links
Added an editor script to to automate spawning enough weapon racks for all weapons, mounting the weapons and then applying their configs, to make setup and testing faster.
Added weaponrack gallery scene.
Implemented "Eat" radial menu option for player grown foods too.
Added "Take All" radial menu option
Added "Swap Weapon" radial menu option when targetting a rack mount weapon, with a weapon held. Swaps the weapons and auto holds the one from the rack.
When throw mounting a weapon, mount to the slot we hit.
Auto hold a weapon when taking it from a rack if it goes to the belt (and the player is not currently holding an active item)
PlayerBelt can now be set to auto hold an item.
Added an extra peacekeeper on platform next to static caboose.
Added some AI data for caboose.
Tweaked navmesh obstacle to block ground but not inside caboose.
Set caboose collision data to readable for navmesh generation.
Added custom navmesh data to platform next to caboose so AI can navigate the gap to caboose.
Fixed AI data that was sitting under the static caboose.
S2P compound.
Collectable foods (berries, corn, etc) can now be eaten directly from the ground with a hold-E menu option.
Merge from animal_ai_topology
Added support for biome requirements to BaseNavigator and BasePathFinder for roaming.
Polar bears will now only ever roam to arctic & tundra biomes.
As a result, Polar bears will now also return to their home biome if they end up in another biome due to aggro etc. (after finishing what they were doing)
Set animals to not roam directly to beach/beachside/ocean/oceanside positions
Added TopologyPrevent and IsPositionPreventTopology() to BaseNavigator.
Set temp menu icons to stop icon warning spam.
Codegen.
Added LookAtWeaponRack. Move and refactor some related hackweek code.
Rename scripts.
Fix NRE with throw mounted weapon sounds.
Codegen.
Folder cleanup. Manifest.
Delete the stuff I added but don't need from Tom's previous hackweek branch.
merge from main, new branch
Junkpile scientist take cover for longer when attacker is far away
Deleted custom chase state and reverted to BaseChaseState. Not needed for gingerbreads.
Move blendshape control stuff from GingerbreadBrain to GingerbreadNPC
Refactored GingerbreadNPC so it doesn't override Scarecrow, ready for future changes.
Switch Gingerbread NPC to use ginger bread brain.
Added separate ginger bread AI design file.
Added GingerBread brain.
Removed temp code from ScarecrowBrain.
Moved ScarecrowNPC and ScarecrowBrain to new Gingerbread folder.
Added gingerbread custom states.
more junkpile cover point improvements
Fixed junkpile_i cover points
Junkpile scientists are now more defensive in behaviour when player is further away. Attack range reduced.
Added sneak and non-vision max distance settings to AIBrain
Merge from client_ai_state_and_blendshapes
Gingerbread men maniacally alternate between happy and angry facial blendshapes when in an aggressive state.
EntityComponents can now be serialized.
BaseAIBrain now serialises and syncs current AI state client-side if SendClientCurrentState is enabled.
Added PlayerModel.SetBlendShapesMode()
Gingerbread men now toggle between idle/angry face blendshapes.
ProtoBuf / codegen.
Gonna merge this tomorrow morning after I've doubled checked it all.
Junkpile bushes now block AI line of sight.
Fix for TakeCover state when no entity in memory. Used last attacked from position instead of just returning.
Also play weapon drop sound when a weapon is throw-mounted.
Added client rpcs to play the inventory sounds when mounting/grabbing weapons directly
Only allow items with rackconfig to be placed on rack.
Can now place held item directly onto hovered empty target rack mount by pressing E.
Better menu option toggling.
Some cleanup.