userAdam Wcancel

12,322 Commits over 3,712 Days - 0.14cph!

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