6,941 Commits over 2,526 Days - 0.11cph!
Fix prefab id on newly renamed HeavyScientist prefab.
Deleted ApexAIStorage folder I missed during Apex removal.
Renamed HeavyScientisAd to HeavyScientist
Delete old HeavyScientist prefab
Renamed HumanNPCNew to HumanNPC,, ScientistNPCNew to ScientistNPC, updated references.
Codegen.
deleted the old and unused HumanBrain, HumanNPC, ScientistNPC stuff. Removed references.
merge from delete_htn2, removing everything Apex and HTN related.
setup AI respawn triggers on all dwelling prefabs
set more meshes needed for navmesh gen to read/write
increased AI spawn chance
switched all dwelling prefabs to reference scientist npc
basic AI setup for military base a,b,c,d.
set mesh read/write on meshse needed for navmesh gen
Specified icons for Frankenstein table hold use menu.
AttackedAIEvent no longer triggers when a pet is attacked by its owner.
Frankenstein defends itself in combat mode.
Updated pet wheel descriptions.
ItemModPetStats can now change pet attack rate and damage.
profiling begin/end sample fixes
item speed modifier tweaks
dedicated pet process queue
Don't display armour info for NPC-only wearables.
Item descriptions.
Frankenstein dmg increase
Frankenstein item names/desc
hooked up Frankenstein attack vocal SFX
Frankenstein/pet sound setup for when a new order is given.
added petrbrain.controldistance convar, pet returns to idle state outside of this distance from owner
merge from targetting fixes
turn off ready state effects for the table at the same time as triggering sparks.
removed some int casts that were no longer needed but messed up pet health bar display
Fixed chickens being flagged for both navmesh and A*
Added profiling for PuzzleReset script
always spawn AI around puzzle rooms
Added "Tools/Scene/Teleport Local Player To Scene Selection" to teleport your player to your scene selection in the world.
ChaseState look distance tweak