userAdam Wcancel

11,274 Commits over 3,500 Days - 0.13cph!

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