userAdam Woolridgecancel

10,916 Commits over 3,347 Days - 0.14cph!

12 Months Ago
NRE fix
12 Months Ago
merge from mfm_test
12 Months Ago
Fixed placement issue. Recreated test save to be compatible with latest proto.
12 Months Ago
Updated item ID handling to work with new main chainges. Codegen.
12 Months Ago
merge from main (test, had to resolve a bunch)
12 Months Ago
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. Scientists will now sometimes charge players if they have enough ammo and health. Fixed action timer not resetting and slightly reduce the time.
12 Months Ago
Reworked field of view for Scientists to make it possible for them to not notice you. 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.
12 Months Ago
Scientists switch to attack state not take cover state when attacked by an undetected player
12 Months Ago
Slightly increase random movement area range in combat state
12 Months Ago
Scientists 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.
12 Months Ago
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
12 Months Ago
killscientists kills tunnel dwellers too
12 Months Ago
name tag info improvements
12 Months Ago
Added "Spawn Lineup" feature, spawns one of each Scientist AI prefab in a line for easy runtime editing. Auto turns AI designing on, ignoreplayers on and move off. Added AIArenaNameTag, shows the NPC gameobject/type above their head. Tweaked position of AI state display text.
12 Months Ago
Added arena specific Scientist prefab/ai design/setup. Added it to arena spawning UI. Manifest.
12 Months Ago
Cover point width fix. Updated cover points to use width.
12 Months Ago
cover points
12 Months Ago
AICoverPoint now has a width property. Take a random point within this width when getting cover location.
12 Months Ago
Added arena UI buttons to toggle noclip, ai.ignoreplayers and editor.drawAIStateNames
12 Months Ago
more spawn points for new areas
12 Months Ago
move point data
12 Months Ago
Added RenderBounds bool to AIInformationZone, only draw red bounds box when the AIZ is the selected object, unless this is set to true. Default to false so we don't draw AIZ bounds everywhere in monument scenes any more.
12 Months Ago
Yesterday's arena level design
12 Months Ago
Reload player belt weapons as part of reset.
12 Months Ago
merge from reloadweapons_command
12 Months Ago
Added reloadweapons command. Reloads all weapons in belt to max ammo.
12 Months Ago
Can assign a default loadout to give the player when starting test arena. Give it again when pressing reset.
12 Months Ago
Indoor area move/cover points
12 Months Ago
Walled off outdoor area. Added an interior office kind of area.
12 Months Ago
Disable animal spawns in arena
12 Months Ago
Added option to not build world navmesh to gamesetup/bootstrap. Don't build it for test arena to decrease start time.
12 Months Ago
Added UI buttons for spawning each type of Scientists, picks a random spawn point each click. Added "Kill Scientists" button to kill all spawned AI. Reset button now kills all AI too.
12 Months Ago
Added some spawn points
12 Months Ago
Added some initial move/cover points to get things working
12 Months Ago
Delete a bunch of scene stuff to speed up play/start time
12 Months Ago
Initial basic setup. Scene. Added script for UI controls. Added simple geometry and set it up as a monument/navmesh so it automatically gets navmesh built. Default ai.move to true for arena. Auto teleport player to test arena spawn location when starting the scene. Added a Reset button to UI that for now just puts the player back at the spawn point.
1 Year Ago
Added NVG specific AI design. NVG scientists now use home-point anchored roaming. Reduced how often NVG scientists roam. NVG scientists can now use healing items.
1 Year Ago
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
1 Year Ago
Tweaked navmesh obstacle along fence and moved an AI move point. s2p.
1 Year Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
1 Year Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
1 Year Ago
Scientist only move to one random spot when blinded. Increased the duration variance.
1 Year Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
1 Year Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
1 Year Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
1 Year Ago
s2p
1 Year Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
1 Year Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
1 Year Ago
removed unnecessary cast
1 Year Ago
merge from ai_blind