11,449 Commits over 3,561 Days - 0.13cph!
Handle UI for weapons that don't use ammo
added weaponrack.showUI convar
Added LookatTooltip.ForceClearGroupOptions() to reset the delay for showing multiple radial menu options text.
Reset the timer when targeting weapons on the rack so the "extra menu options are available" text doesn't appear when quickly hovering across different weapons.
wip UI, show weapon name + icon, ammo icon + count when hovering a weapon.
protobuf.
"Take All" now prioritises holding the targeted weapon above the others.
Return correct grid cell index when holding a weapon and targetting a blank cell to fix showing "Take Weapon"
Create and position board pegs when mounting a weapon.
Set peg configs for a few test weapons.
merging back to a sensible branch
wip peg config setup/tool
Xmasdwelling_A to D now spawn barricades using spawners so that there's not an extra copy client-side.
set some weapon configs
updated test save
Don't show placement model when there's not enough space for weapon, or there's a weapon in the space already.
Placement model functioanlity improvements and fixes.
placement model is static, offset floortoint.
Increased coverpoint usage range
Equip melee gingerbreads with candy can club instead of hatchet.
Added BaseNavigator.FaceMoveTowardsTarget and implemented it in MoveTowards.
Set candy cane melee dmg scale.
Melee AI design updates.
Set AI dmg scale for hatchet.
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed.
Switched chase state for MoveTowards.
Equip hatchet.
Increase melee gingerbread move speed.
use CombatStationary instead of Combat
Update xmas dwelling spawners to use both gingerbreads
Added placeholder gingerbread melee AI config/design
Added initial Gingerbread_DungeonMelee prefab.
Added melee loadout.
Manifest.
Take All works again with new grid setup
codegen after merge proto conflict fix
Correctly remove weapon models again
Duplicated the scientist AI design being used by gingerbreads, pointed gingerbread brain to use this one.
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener.
Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
Fixed gingerbreads damaging each other
trying to debug some weird shit
fix some changes that got lost somehow