11,556 Commits over 3,591 Days - 0.13cph!
merge from autoset_testrun
test run of autoset on 64 weapons
Run Apply before Set to recreate any peg setup betfore we save it.
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....
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
Standardized rack setup across all racks.
Fix Z position when applying offset.
Z offset tweak for standing weapon rack
Couple of updated test weapon prefabs
Placement pivot offset tweak for standing rack
Fix weapon rack grid debug drawing to alse use the collision offset not transform
Weapon stand tweaks, reduced slot count, resized grid, moved grid up.
Fixed GetPosition returning transform offset not collision offset.
merge from hackweek_ai_test_arena (just the arena stuff)
Revert cover point changes just for merge to main
Editor script Set now auto sets weapon config sizes
Calculate X offset correctly using Z size for standing racks.
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
compile fix for infinite_ammo_convar
client/server compile fixes
Fixed placement issue.
Recreated test save to be compatible with latest proto.
Updated item ID handling to work with new main chainges.
Codegen.
merge from main (test, had to resolve a bunch)
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.
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.
Scientists switch to attack state not take cover state when attacked by an undetected player
Slightly increase random movement area range in combat state
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.