userAdam Wcancel

5,618 Commits over 2,223 Days - 0.11cph!

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
2 Years Ago
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position. Added Animalbrain.States.MoveToPoint to move to raycast position memory. Added Animal.ControlTest AI design, added it to all animals as second AI design.
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
Only display outline collider warning message if not found at all.
2 Years Ago
merge from main
2 Years Ago
Added missing rack config for candy cane club
2 Years Ago
Setup custom render bounds for SMG.
2 Years Ago
Fix an accidental offset in mp5 world model prefab.
2 Years Ago
add ClientTurnSpeedOverride fore testing/debugging
2 Years Ago
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
2 Years Ago
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
2 Years Ago
Removed all the old LagyAss related code to eliminate it from animation appearance
2 Years Ago
merge from main
2 Years Ago
Setup LODS correctly on waterpistol. Added missing rack configs for waterguns, snowball gun, others.
2 Years Ago
Recentred standing rack prefab setup
2 Years Ago
Standing rack prefab updates, bounds, guides, placement mesh etc
2 Years Ago
merge from main
2 Years Ago
ground position fix
2 Years Ago
Run protobuf gen to fix load/save issue.
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
New test save
2 Years Ago
final weapon configs