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6,003 Commits over 2,253 Days - 0.11cph!

2 Years Ago
2 Years Ago
Render adjustment
2 Years Ago
merge from navmesh_spam_fix
2 Years Ago
Destroy stuck animals after failing to find valid navmesh 5 times in a row.
2 Years Ago
Added an anim curve to remap turn pose average
2 Years Ago
Add turn pose lerp speed and maxaverge functionality
2 Years Ago
merge from bear main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
position tweaks, scene.
2 Years Ago
weaponrack_wide light points setup. test save update.
2 Years Ago
Very bad and very placeholder lighting setup, to test functionality
2 Years Ago
wip lights functionality
2 Years Ago
merge from main
2 Years Ago
weaponrack_tall deploy/socket tweaks
2 Years Ago
Updated deploy/sockets for weaponrack_wide
2 Years Ago
Updated placement guide mesh for weaponrack_wide
2 Years Ago
turn tests
2 Years Ago
merge from main
2 Years Ago
Setup placement guide meshses
2 Years Ago
Fixed materials
2 Years Ago
merge from main
2 Years Ago
merge from weapon_switching
2 Years Ago
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.
2 Years Ago
Reduce spas12 AI effective range
2 Years Ago
50% chance to switch weapon based on target range, when in cover.
2 Years Ago
merge from ai_tweaks
2 Years Ago
Add a LOS and distance check to turn and run for cover
2 Years Ago
merge from ai_tweaks
2 Years Ago
Increase acceleration of all human AI to eliminate sliding when initially moving at full speed
2 Years Ago
merge from ai_tweaks
2 Years Ago
merge from main
2 Years Ago
Arena design flank test, can flank from cover as an option.
2 Years Ago
compile fix
2 Years Ago
merge from main
2 Years Ago
flank test design
2 Years Ago
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
2 Years Ago
Fix incorrect state enum
2 Years Ago
Load FlankState in ScientistBrain
2 Years Ago
cleanup
2 Years Ago
flanking wip
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
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.
2 Years Ago
Updated scientist AI designs to enter combat state not takecover when initially attacked
2 Years Ago
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.
2 Years Ago
disable some wip flank code
2 Years Ago
wip cherrypick/merge
2 Years Ago
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.