11,556 Commits over 3,591 Days - 0.13cph!
Setup glock again after merge conflict
merge from main wip, keeps crashing Plastic if I do it all at once
merge from navmesh_spam_fix
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
Added an anim curve to remap turn pose average
Add turn pose lerp speed and maxaverge functionality
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