Locker
A new and unique enemy that acts as a situational threat, praying on player's perception
CHANGELOG
Changelog
1.6.0
- Add config option to keep bodies after a player is killed
- Add config option to allow line-of-sight triggered lunges called "proximity sense"
- Remove HookGenPatcher dependencies since they are already present in downstream dependencies
1.5.0
- Add destruction of turrets during chases
- Add destruction of landmines during chases
- Slightly adjust movement turning to be more snappy
1.4.0
- Fix not being able to traverse slopes and stairs
- Generally improve player path finding
- Slightly adjust hitboxes and speed
1.3.1
- Rebuild to fix netcode patcher issues
1.3.0
- Fix incorrect asset bundle causing errors
- Rework blood effects
1.2.8
- Bump version number to indicate v66 compatibility
1.2.7
- Bump version number to indicate v65 compatibility
1.2.6
- Bump version number to indicate v64 compatibility
1.2.5
- Patch for v61
1.2.4
- Patch for v60
1.2.3
- Fix player scan searching over all GameObjects instead of just Lockers possibly causing performance issues in large levels
1.2.2
- Patch for v56
- Improve performance by only getting doors on spawn not during chase
1.2.1
- Patch for v55
1.2.0
- Rewrote state management to be mounted on the game's EnemyAI system to improve stability and mod compatibility
- Thanks Xu Xiaolan for the initial rewrite and motivation as well as good feedback!
1.1.2
- Add reaction to hit events
- Fix Locker pathfinding getting stuck
- Fix path calculation if off navmesh
1.1.1
- Patch for v50
1.1.0
- Add corpse deletion behavior in line with the consume animation
- Fix reactivating for another chase if not moved during last
1.0.0
- Add spawn configuration options
- Add volume adjustment configuration option
- Adjust eye collider to make it trigger even if something is in direct line-of-sight
- Adjust navigation checks to make movement more reliable
- Add new post-chase mechanic to make chases more dynamic and dangerous
- Fix doors on custom levels not destroying causing infinite explosions
- Fix fear effect triggering on all players on death
- Slightly adjust scanner linecast to avoid thin obstacles
- Confirmed compatibility on the following custom interiors
- Scoopy's Variety Mod: Dungeon
- Scoopy's Variety Mod: Sewer
- Dantors Mental Hospital
- MoreInteriors: Bunker
0.13.1
- Fix unkillable enemies getting stuck if hit by the locker
0.13.0
- Add normal map to model
- Add more detail to the side of the model
- Add overshooting again but only on scan and touch interactions
- Add rotating in the direction of movement when turning corners
0.12.0
- Add killing other enemies mid chase
- Add exploding if destroyed / killed
- Add screen shake to close encounter with player
- Add destruction of doors during chases
- Fix lights line of sight
- Fix chasing infinitely if stuck
0.11.2
- Add video preview to README.md
0.11.1
- Make kill trigger less forgiving by adding a distance check which should fix getting squished into walls but not being killed
- Reduce the height of enemy agent to make light detection more likely
0.11.0
- Fix non host players not being killed
- Fix non host players holding lights not activating the enemy
- Implement enemy re-targeting the previous target if it's activated again
0.10.0
- Switched to using nav mesh for traversal to better avoid obstacles
- Adjusted spawn curves to have highest probability at the start of a day
0.9.0
- Held objects with lights will trigger while disregarding the viewing angle
- Flashlights are still checked to have the 30 degree viewing angle
- Activation by scanning now disregards viewing angle
- Change chasing logic to overshoot initial target position
0.8.0
- Fix map marker not being visible
- Improve flashlight detection logic and make normally held flashlights work too
- Implement player proximity detection and crouching to evade
- Change player kill animation
- Change colors and alignment of some textures
- Add bestiary entry
0.7.0
- Correctly patch networking methods to fix RPCs
0.6.0
- Implement reverse ping delay
- Implement map screen marker
- Implement scan node
- Improve reverse ping audio
- Reduce texture brightness and tweak materials
- Retopologize major parts of the Locker model
- Add fear effect if Locker closes or consumes near a player
0.5.0
- Finalize Locker behavior and connect to in-game spawns
- Fix scan activation being relative to the Locker's forward transform
0.4.0
- Add sound effects to individual states
- Add LockerAI to handle various states of player interaction
- Allow targeting of players holding flashlights in 45 degree field of view
- Add blood effect and consume state
0.3.0
- Add sparks animation
- Rig and import model into Unity and set up basic animation controller
0.2.0
- Create model in Blender
0.1.0
- Initial project setup