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4,348 Commits over 1,919 Days - 0.09cph!

1 Year Ago
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1 Year Ago
Z offset tweak for standing weapon rack
1 Year Ago
Couple of updated test weapon prefabs
1 Year Ago
Autosize wip/test
1 Year Ago
Placement pivot offset tweak for standing rack
1 Year Ago
Fix weapon rack grid debug drawing to alse use the collision offset not transform
1 Year Ago
Weapon stand tweaks, reduced slot count, resized grid, moved grid up. Fixed GetPosition returning transform offset not collision offset.
1 Year Ago
compile fixes
1 Year Ago
merge from main
1 Year Ago
merge from hackweek_ai_test_arena (just the arena stuff)
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Revert cover point changes just for merge to main
1 Year Ago
merge from main
1 Year Ago
Editor script Set now auto sets weapon config sizes
1 Year Ago
merge from main
1 Year Ago
Calculate X offset correctly using Z size for standing racks.
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
misc refactor & fixes
1 Year Ago
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
1 Year Ago
compile fix for infinite_ammo_convar
1 Year Ago
client/server compile fixes
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
model update
1 Year Ago
NRE fix
1 Year Ago
merge from mfm_test
1 Year Ago
Fixed placement issue. Recreated test save to be compatible with latest proto.
1 Year Ago
Updated item ID handling to work with new main chainges. Codegen.
1 Year Ago
merge from main (test, had to resolve a bunch)
1 Year 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.
1 Year 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.
1 Year Ago
Scientists switch to attack state not take cover state when attacked by an undetected player
1 Year Ago
Slightly increase random movement area range in combat state
1 Year 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.
1 Year Ago
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
1 Year Ago
killscientists kills tunnel dwellers too
1 Year Ago
name tag info improvements
1 Year 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.
1 Year Ago
Added arena specific Scientist prefab/ai design/setup. Added it to arena spawning UI. Manifest.
1 Year Ago
Cover point width fix. Updated cover points to use width.
1 Year Ago
cover points
1 Year Ago
AICoverPoint now has a width property. Take a random point within this width when getting cover location.
1 Year Ago
Added arena UI buttons to toggle noclip, ai.ignoreplayers and editor.drawAIStateNames
1 Year Ago
more spawn points for new areas
1 Year Ago
move point data