userAdam Woolridgecancel

10,933 Commits over 3,377 Days - 0.13cph!

11 Months Ago
merge from main
11 Months Ago
Setup placement guide meshses
11 Months Ago
Fixed materials
11 Months Ago
merge from main
11 Months Ago
merge from weapon_switching
11 Months Ago
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled. Updated prefabs to enable it with a 40% chance for now.
11 Months Ago
Reduce spas12 AI effective range
11 Months Ago
50% chance to switch weapon based on target range, when in cover.
11 Months Ago
merge from ai_tweaks
11 Months Ago
Add a LOS and distance check to turn and run for cover
11 Months Ago
merge from ai_tweaks
11 Months Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
11 Months Ago
merge from ai_tweaks
11 Months Ago
merge from main
11 Months Ago
Arena design flank test, can flank from cover as an option.
11 Months Ago
compile fix
11 Months Ago
merge from main
11 Months Ago
flank test design
11 Months 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
11 Months Ago
Fix incorrect state enum
11 Months Ago
Load FlankState in ScientistBrain
11 Months Ago
cleanup
11 Months Ago
flanking wip
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months 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.
11 Months Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
11 Months 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.
11 Months Ago
disable some wip flank code
11 Months Ago
wip cherrypick/merge
11 Months 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.
11 Months Ago
Standardised vision stats of all scientist prefabs to new values
11 Months Ago
merge from main
11 Months Ago
compile fix
11 Months Ago
profiling fix
11 Months Ago
vision change merge wip
11 Months Ago
Slightly increase random movement area range in combat state
11 Months 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.
11 Months Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
11 Months Ago
AIArena nametags now show the AI design filename too.
11 Months Ago
merge from main
11 Months Ago
merge from aiarena_animal_control
11 Months Ago
compile fix
11 Months 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.
11 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
Only display outline collider warning message if not found at all.
12 Months Ago
merge from main
12 Months Ago
Added missing rack config for candy cane club
12 Months Ago
Setup custom render bounds for SMG.