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5,543 Commits over 2,161 Days - 0.11cph!

2 Years Ago
Very bad and very placeholder lighting setup, to test functionality
2 Years Ago
wip lights functionality
2 Years Ago
merge from main
2 Years Ago
weaponrack_tall deploy/socket tweaks
2 Years Ago
Updated deploy/sockets for weaponrack_wide
2 Years Ago
Updated placement guide mesh for weaponrack_wide
2 Years Ago
turn tests
2 Years Ago
merge from main
2 Years Ago
Setup placement guide meshses
2 Years Ago
Fixed materials
2 Years Ago
merge from main
2 Years Ago
merge from weapon_switching
2 Years 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.
2 Years Ago
Reduce spas12 AI effective range
2 Years Ago
50% chance to switch weapon based on target range, when in cover.
2 Years Ago
merge from ai_tweaks
2 Years Ago
Add a LOS and distance check to turn and run for cover
2 Years Ago
merge from ai_tweaks
2 Years Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
2 Years Ago
merge from ai_tweaks
2 Years Ago
merge from main
2 Years Ago
Arena design flank test, can flank from cover as an option.
2 Years Ago
compile fix
2 Years Ago
merge from main
2 Years Ago
flank test design
2 Years 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
2 Years Ago
Fix incorrect state enum
2 Years Ago
Load FlankState in ScientistBrain
2 Years Ago
cleanup
2 Years Ago
flanking wip
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years 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.
2 Years Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
2 Years 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.
2 Years Ago
disable some wip flank code
2 Years Ago
wip cherrypick/merge
2 Years 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.
2 Years Ago
Standardised vision stats of all scientist prefabs to new values
2 Years Ago
merge from main
2 Years Ago
compile fix
2 Years Ago
profiling fix
2 Years Ago
vision change merge wip
2 Years Ago
Slightly increase random movement area range in combat state
2 Years 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.
2 Years Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
2 Years Ago
AIArena nametags now show the AI design filename too.
2 Years Ago
merge from main
2 Years Ago
merge from aiarena_animal_control
2 Years Ago
compile fix