userAdam Wcancel

5,665 Commits over 2,223 Days - 0.11cph!

3 Years Ago
more
3 Years Ago
row tests
3 Years Ago
merge from main
3 Years Ago
Rows setup wip
3 Years Ago
Row/anchor tests
3 Years Ago
Added SlotSize and set it on weapon mount defs
3 Years Ago
adjusting slot sizes
3 Years Ago
Switched to PrefabUtility.InstantiatePrefab to keep prefab links
3 Years Ago
Added an editor script to to automate spawning enough weapon racks for all weapons, mounting the weapons and then applying their configs, to make setup and testing faster. Added weaponrack gallery scene.
3 Years Ago
Implemented "Eat" radial menu option for player grown foods too.
3 Years Ago
merge from main
3 Years Ago
Added "Take All" radial menu option
3 Years Ago
Added "Swap Weapon" radial menu option when targetting a rack mount weapon, with a weapon held. Swaps the weapons and auto holds the one from the rack.
3 Years Ago
When throw mounting a weapon, mount to the slot we hit.
3 Years Ago
Auto hold a weapon when taking it from a rack if it goes to the belt (and the player is not currently holding an active item) PlayerBelt can now be set to auto hold an item.
3 Years Ago
File/folder restructure
3 Years Ago
updated test save
3 Years Ago
merge from main
3 Years Ago
Added an extra peacekeeper on platform next to static caboose. Added some AI data for caboose. Tweaked navmesh obstacle to block ground but not inside caboose. Set caboose collision data to readable for navmesh generation. Added custom navmesh data to platform next to caboose so AI can navigate the gap to caboose.
3 Years Ago
Fixed AI data that was sitting under the static caboose. S2P compound.
3 Years Ago
Compile fix
3 Years Ago
Collectable foods (berries, corn, etc) can now be eaten directly from the ground with a hold-E menu option.
3 Years Ago
Merge from animal_ai_topology
3 Years Ago
Added support for biome requirements to BaseNavigator and BasePathFinder for roaming. Polar bears will now only ever roam to arctic & tundra biomes. As a result, Polar bears will now also return to their home biome if they end up in another biome due to aggro etc. (after finishing what they were doing)
3 Years Ago
Set animals to not roam directly to beach/beachside/ocean/oceanside positions
3 Years Ago
Added TopologyPrevent and IsPositionPreventTopology() to BaseNavigator.
3 Years Ago
merge from main
3 Years Ago
Set temp menu icons to stop icon warning spam. Codegen.
3 Years Ago
Added LookAtWeaponRack. Move and refactor some related hackweek code.
3 Years Ago
Rename scripts. Fix NRE with throw mounted weapon sounds. Codegen.
3 Years Ago
Folder cleanup. Manifest.
3 Years Ago
Delete the stuff I added but don't need from Tom's previous hackweek branch.
3 Years Ago
merge from main, new branch
3 Years Ago
Junkpile scientist take cover for longer when attacker is far away
3 Years Ago
Deleted custom chase state and reverted to BaseChaseState. Not needed for gingerbreads.
3 Years Ago
Move blendshape control stuff from GingerbreadBrain to GingerbreadNPC
3 Years Ago
Refactored GingerbreadNPC so it doesn't override Scarecrow, ready for future changes. Switch Gingerbread NPC to use ginger bread brain. Added separate ginger bread AI design file.
3 Years Ago
Added GingerBread brain. Removed temp code from ScarecrowBrain. Moved ScarecrowNPC and ScarecrowBrain to new Gingerbread folder. Added gingerbread custom states.
3 Years Ago
more junkpile cover point improvements
3 Years Ago
Fixed junkpile_i cover points
3 Years Ago
Junkpile scientists are now more defensive in behaviour when player is further away. Attack range reduced.
3 Years Ago
Added sneak and non-vision max distance settings to AIBrain
3 Years Ago
Merge from client_ai_state_and_blendshapes
3 Years Ago
Gingerbread men maniacally alternate between happy and angry facial blendshapes when in an aggressive state.
3 Years Ago
merge from xmas22
3 Years Ago
EntityComponents can now be serialized. BaseAIBrain now serialises and syncs current AI state client-side if SendClientCurrentState is enabled. Added PlayerModel.SetBlendShapesMode() Gingerbread men now toggle between idle/angry face blendshapes. ProtoBuf / codegen. Gonna merge this tomorrow morning after I've doubled checked it all.
3 Years Ago
Junkpile bushes now block AI line of sight.
3 Years Ago
Fix for TakeCover state when no entity in memory. Used last attacked from position instead of just returning.
3 Years Ago
Also play weapon drop sound when a weapon is throw-mounted.
3 Years Ago
Added client rpcs to play the inventory sounds when mounting/grabbing weapons directly