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6,209 Commits over 3,865 Days - 0.07cph!

4 Years Ago
fixed oilrig navmesh being cut off due to AABB properly wait until all navmeshes are built before spawning NPCs higher budget for coverdistance calculation shortly after a navmesh was completed store longer cover distances (40m instead of 20m) move exfil points from CH47Scientist to side of hull instead of on blades (???) snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable" Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
4 Years Ago
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
4 Years Ago
max depth/altitude optional value for safe zone triggers
4 Years Ago
fix for low distance road cones on train barricade heavy
4 Years Ago
fix for spawngroups sometimes utilizing full spawnPoints
4 Years Ago
remove debug.log regarding cover points
4 Years Ago
fixed workcart alt skin not applying to LODs
4 Years Ago
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4 Years Ago
missing file
4 Years Ago
skin approval
4 Years Ago
better respawn times for tunnel dwellers/npc dwellings
4 Years Ago
adjusted spawn rates for workcarts
4 Years Ago
smooth workcart handle movement workcarts decay and respawn properly
4 Years Ago
train barricades can now be destroyed with melee
4 Years Ago
much improved train barricades + read/write m92 slightly increased AI range
4 Years Ago
TunnelDweller - reduced overall spawns, reduced loot
4 Years Ago
puzzlereset for tunnel NPCs/loot
4 Years Ago
workcart color variant
4 Years Ago
fixed cover points not being removed properly
4 Years Ago
ai fixes
4 Years Ago
merge back
4 Years Ago
merge in
4 Years Ago
train barricade update
4 Years Ago
merge in
4 Years Ago
code cleanup
4 Years Ago
merge in
4 Years Ago
Made tunnel dweller AI not suck
4 Years Ago
merge in
4 Years Ago
I tried to improve the TunnelDweller AI but made it worse for now
4 Years Ago
movement fixes
4 Years Ago
merge in
4 Years Ago
ai fixes
4 Years Ago
temp workcart spawns
4 Years Ago
fixed tunnel colliders not having read/write set updated tunneldweller weapons fixed issue with NPCs using semi automatic weapons sometimes double-firing NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
4 Years Ago
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
4 Years Ago
updated train barricade art fixed slow walking NPCs not playing footstep sounds TunnelDweller NPC will not longer roam far from it's initial spawn position
4 Years Ago
updated workcart lights + added cover
4 Years Ago
merge from main
4 Years Ago
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc) added new NPCDwelling underground navmesh now uses 50% less memory
4 Years Ago
barricade setup
4 Years Ago
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4 Years Ago
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger NPCDwellings now filter out and add their own dynamic cover/move points if validated Improved HumanNPC aiming behavior HumanNPCs no longer bunch together at the same cover points Fixed lack of impact effects in WaterVisibilityTriggers Profiling
4 Years Ago
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4 Years Ago
skin approval
4 Years Ago
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4 Years Ago
merge from main
4 Years Ago
more NPC fixes in tunnels dungeon navmesh generation
4 Years Ago
fix for NPCs not roaming underground
4 Years Ago
merge from main
4 Years Ago
missing prefab