11,445 Commits over 3,561 Days - 0.13cph!
Weapon rack setup for new size
Set home position of scientists
Heavy bradly scientist navigator distances changed to match regular bradley scientist
Increase move point terrina placement distance check
Additional Bradley AI data
Force alternate chase/take cover states when spawning scientists sequentially isntead of 50/50 chance
More aggressive chase behaviour
Add heavy scientists to spawns
Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Initial health-based spawn group setup.
Rename scientist prefab ahead of removing variant.
Manifest after rename.
Move scientist code to a separate bradley file while I'm at it
Additional scientist spawning functionality.
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Add a convar to toggle LOS detection methods
Remove unnecessary list newing
Remove a debug.log
Fireballs created during sub entity srpeading respect their parents ignoreNPC setting.
GetNextPathPosition NRE fix
Merge from bradley_scientists
Increase scientist timeout
Setup for western DLC racks
Initial script auto setup run
Removed unused duplicate lodgroup script
Oilrig_small door navmesh fixes
vent_col navmesh gen error fix.
Oilrig1 door navmesh fixes.
Suitcase collision navmesh error gen fix.
Oilrig1 initial move point data
Merge from bradley_scientists
Bradley scientist AI design update.
Reduce timer duration before returning to cover from chase.
Recall scientists if they or the bradley haven't been able to attack any targets for a while.
Merge from bradley_scientists