userAdam Wcancel

6,909 Commits over 2,435 Days - 0.12cph!

1 Year Ago
More unfucking from library corruption
1 Year Ago
Script fix
1 Year Ago
Folder cleanup. Initial item setup/prefabs.
1 Year Ago
Merge from main
1 Year Ago
Merge from handcuffs
1 Year Ago
Merge from main
2 Years Ago
UI Prefab update
2 Years Ago
Added new overlay type and prefab for hood. Item.
2 Years Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
2 Years Ago
Setup for weaponracks
2 Years Ago
Merge from main
2 Years Ago
Allow random move point usage as fallback
2 Years Ago
Pooling
2 Years Ago
Some cleanup
2 Years Ago
Can set chase ability based on weapon range. Chase state fix for when no move point found.
2 Years Ago
Heavy loot tweak
2 Years Ago
Delete now un-used prefabs
2 Years Ago
Setup junkpile AIZs as virtual and assign in spawners.
2 Years Ago
Compile fix
2 Years Ago
Remove zones
2 Years Ago
merge from ai_zone_leak
2 Years Ago
Added profiling and stat command to investigate potential zone leaking.
2 Years Ago
Merge from non_los_chase
2 Years Ago
Increase max range of random positioning
2 Years Ago
Ignore max distance check for subsequent spawn waves
2 Years Ago
Add BaseNavigator properties for controlling the new navigation settings. Distribute chase ability between spawns. Prevent excessive pathing & los checks in a specific situation.
2 Years Ago
2 Years Ago
Increase animal ground pos distance check range
2 Years Ago
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2 Years Ago
Added FaceTargetChaseDistance to BaseNavigator. Added random point functionality. Test chase behaviour change. AI design changes.
2 Years Ago
Scientist AI tweaks
2 Years Ago
Weapon rack setup for new size
2 Years Ago
wip tests
2 Years Ago
Set home position of scientists
2 Years Ago
Heavy bradly scientist navigator distances changed to match regular bradley scientist
2 Years Ago
Increase move point terrina placement distance check
2 Years Ago
Codegen
2 Years Ago
Merge from main
2 Years Ago
merge from spawn_changes
2 Years Ago
2 Years Ago
Additional Bradley AI data
2 Years Ago
Force alternate chase/take cover states when spawning scientists sequentially isntead of 50/50 chance
2 Years Ago
More aggressive chase behaviour
2 Years Ago
Add heavy scientists to spawns
2 Years Ago
Logging Refactor
2 Years Ago
Bradley Heavy Scientist prefab & initial setup.
2 Years Ago
Bunch more wip spawn setup/functionality
2 Years Ago
wip spawn handling
2 Years Ago
Initial health-based spawn group setup. Rename scientist prefab ahead of removing variant. Manifest after rename.