4,352 Commits over 1,919 Days - 0.09cph!
merge from ai (still wip)
fix AI cover directions in dwellings
Fix gingerbread agent type and walkable mask
wip AI conversion for gingerbreads
code gen
Create, size and init an AIInformationZone for dungeon instances.
AIInformationZone can be manually init'd.
more cleanup/refactor/wip
some fixes, more wip, codegen
Fixed cyclic serialization warning
Bunch more refactoring, file cleanup/splitting, etc.
Renamed RifleSlot to WeaponRackSlot and move to separate file
Split Row out into new WeaponRackRow file/class
merge from rows/placement
temp code for placement effect test
Throw-mounting works with new row setup
Only show Take All option if over a weapon
Initial ghost model support (disabled)
Disabled direct inventory access.
Only show Mount and Swap options if there's enough room for the weapon in the targetted slot
Updated weapon rack gallery creation test script to work with new setup
Hooked up row prefab data in inspector
Added SlotSize and set it on weapon mount defs
Switched to PrefabUtility.InstantiatePrefab to keep prefab links
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.
Implemented "Eat" radial menu option for player grown foods too.
Added "Take All" radial menu option
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.
When throw mounting a weapon, mount to the slot we hit.