userAdam Wcancel

12,502 Commits over 3,773 Days - 0.14cph!

2 Years Ago
Added WeaponRackBatchAutoSet script to automatically config all weapons at once
2 Years Ago
merge from autoset
2 Years Ago
Standardized rack setup across all racks.
2 Years Ago
Fix Z position when applying offset.
2 Years Ago
merge from weaponracks
2 Years Ago
merge from main
2 Years Ago
position correctly
2 Years Ago
more
2 Years Ago
Z offset tweak for standing weapon rack
2 Years Ago
Couple of updated test weapon prefabs
2 Years Ago
Autosize wip/test
2 Years Ago
Placement pivot offset tweak for standing rack
2 Years Ago
Fix weapon rack grid debug drawing to alse use the collision offset not transform
2 Years Ago
Weapon stand tweaks, reduced slot count, resized grid, moved grid up. Fixed GetPosition returning transform offset not collision offset.
2 Years Ago
compile fixes
2 Years Ago
merge from main
2 Years Ago
merge from hackweek_ai_test_arena (just the arena stuff)
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
2 Years Ago
merge from main
2 Years Ago
Revert cover point changes just for merge to main
2 Years Ago
merge from main
2 Years Ago
Editor script Set now auto sets weapon config sizes
2 Years Ago
merge from main
2 Years Ago
Calculate X offset correctly using Z size for standing racks.
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
misc refactor & fixes
2 Years Ago
Mark InfiniteAmmo as EditorOnly, not sure if this was the intention though.
2 Years Ago
compile fix for infinite_ammo_convar
2 Years Ago
client/server compile fixes
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
model update
2 Years Ago
NRE fix
2 Years Ago
merge from mfm_test
2 Years Ago
Fixed placement issue. Recreated test save to be compatible with latest proto.
2 Years Ago
Updated item ID handling to work with new main chainges. Codegen.
2 Years Ago
merge from main (test, had to resolve a bunch)
2 Years Ago
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. Scientists will now sometimes charge players if they have enough ammo and health. Fixed action timer not resetting and slightly reduce the time.
2 Years Ago
Reworked field of view for Scientists to make it possible for them to not notice you. 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.
2 Years Ago
Scientists switch to attack state not take cover state when attacked by an undetected player
2 Years Ago
Slightly increase random movement area range in combat state
2 Years Ago
Scientists 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
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
2 Years Ago
killscientists kills tunnel dwellers too
2 Years Ago
name tag info improvements
2 Years Ago
Added "Spawn Lineup" feature, spawns one of each Scientist AI prefab in a line for easy runtime editing. Auto turns AI designing on, ignoreplayers on and move off. Added AIArenaNameTag, shows the NPC gameobject/type above their head. Tweaked position of AI state display text.