4,786 Commits over 2,011 Days - 0.10cph!
Revert cover point changes just for merge to main
Editor script Set now auto sets weapon config sizes
Calculate X offset correctly using Z size for standing racks.
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
compile fix for infinite_ammo_convar
client/server compile fixes
Fixed placement issue.
Recreated test save to be compatible with latest proto.
Updated item ID handling to work with new main chainges.
Codegen.
merge from main (test, had to resolve a bunch)
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.
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.
Scientists switch to attack state not take cover state when attacked by an undetected player
Slightly increase random movement area range in combat state
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.
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
killscientists kills tunnel dwellers too
name tag info improvements
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.
Added arena specific Scientist prefab/ai design/setup.
Added it to arena spawning UI.
Manifest.
Cover point width fix.
Updated cover points to use width.
AICoverPoint now has a width property.
Take a random point within this width when getting cover location.
Added arena UI buttons to toggle noclip, ai.ignoreplayers and editor.drawAIStateNames
more spawn points for new areas
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.
Yesterday's arena level design
Reload player belt weapons as part of reset.
merge from reloadweapons_command
Added reloadweapons command. Reloads all weapons in belt to max ammo.
Can assign a default loadout to give the player when starting test arena.
Give it again when pressing reset.
Indoor area move/cover points
Walled off outdoor area.
Added an interior office kind of area.
Disable animal spawns in arena
Added option to not build world navmesh to gamesetup/bootstrap. Don't build it for test arena to decrease start time.
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.