5,231 Commits over 2,070 Days - 0.11cph!
Tweaks to weapon switching. Can now be enabled/disabled and also have a chance to be enabled.
Updated prefabs to enable it with a 40% chance for now.
Reduce spas12 AI effective range
50% chance to switch weapon based on target range, when in cover.
Add a LOS and distance check to turn and run for cover
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
Arena design flank test, can flank from cover as an option.
Added DDrawAnimalMovement editor convar, draws animal movement info for debugging/testing, currently:
magenta line: current ServerRotation (set to navagent desiredVelocity.normalized)
cyan line: clientside movement delta, used to slerp clientside rotation to
yellow line: current clientside rotation
Load FlankState in ScientistBrain
Updated all scientist AI designs to 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.
Updated scientist AI designs to enter combat state not takecover when initially attacked
merge from cover_merge:
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.
Fixed combat action timer not resetting and slightly reduce the time between actions.
disable some wip flank code
merged from vision:
Reworked field of view for Scientists.
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.
Updated all main scientist prefabs with new vision stats.
Standardised vision stats of all scientist prefabs to new values
Slightly increase random movement area range in combat state
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check.
Fixed a bug in excavator scientist entity mem reference slot.
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
AIArena nametags now show the AI design filename too.
merge from aiarena_animal_control
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position.
Added Animalbrain.States.MoveToPoint to move to raycast position memory.
Added Animal.ControlTest AI design, added it to all animals as second AI design.
Only display outline collider warning message if not found at all.
Added missing rack config for candy cane club
Setup custom render bounds for SMG.
Fix an accidental offset in mp5 world model prefab.
add ClientTurnSpeedOverride fore testing/debugging
Modify bear AI design so they never stop chasing or timeout in combat, to make it easier to test bears. For test branch only!
HideInInspector HipFudge to make it clear it is not currently used, but keep values.
Removed all the old LagyAss related code to eliminate it from animation appearance