userAdam Wcancel
branchrust_reboot/main/bradley_scientistscancel

101 Commits over 60 Days - 0.07cph!

9 Months Ago
Merge from main
9 Months Ago
Add a convar to toggle LOS detection methods
9 Months Ago
Remove unnecessary list newing Remove a debug.log
9 Months Ago
Merge from main
9 Months Ago
Increase scientist timeout
9 Months Ago
Remove debug logs
9 Months Ago
Mere from main
9 Months Ago
Bradley scientist AI design update.
9 Months Ago
Reduce timer duration before returning to cover from chase.
9 Months Ago
Recall scientists if they or the bradley haven't been able to attack any targets for a while.
9 Months Ago
Added deploybradleyscientists and recallbradleyscientists Bradley commands for Paddy. Fixed some bugs I found in the process of adding and testing the commands: MountAfterNotAttackedDuration check now also makes sure the bradley has been deployed for that long too. Scientist spawn count now only resets (as part of the Bradley healing process) after a short deploy timer.
9 Months Ago
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9 Months Ago
Decreased ScientistRedeploymentMinInterval from 180 to 60 seconds
9 Months Ago
Fix area mask caching.
9 Months Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
9 Months Ago
Stationary design update
9 Months Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
9 Months Ago
Compile fixes
9 Months Ago
Cache walkable navmesh layer. Added convar'd damage deploy check interval. Codegen.
9 Months Ago
Check for valid navmesh at scientist spawn points before deploying. Handle missing navmesh.
9 Months Ago
Randomise between take cover and combat states when spawning scientists
9 Months Ago
Deploy & recall smoke grenade usage (convar'd)
9 Months Ago
MonumentIsland_Bradley test scene
9 Months Ago
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
9 Months Ago
Check scientist target move distance is within a suitable distance from bradley
9 Months Ago
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9 Months Ago
CanSeeTarget can now take a source position offset, used to check move points.
9 Months Ago
Refactor
9 Months Ago
Remove now unused LOS offset code
9 Months Ago
AIInformationZone LOS improvements for GetBestMovePointNear
9 Months Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
9 Months Ago
Merge from main
9 Months Ago
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9 Months Ago
Bradley scientist AI design update. AIInformationZone can now place move points on terrain. Disable AI data on spawn.
9 Months Ago
Extra AI data
9 Months Ago
Merge from main
9 Months Ago
Disable navmesh obastacle and AI data after all scientists are back on board, so they don't run through the APC on their way to mount it.
9 Months Ago
Merge from main
9 Months Ago
Raycast distance fix from earlier
9 Months Ago
Increase not-attacked timeout duration
9 Months Ago
Codegen
9 Months Ago
Merge from main
9 Months Ago
Much more accurate navmesh placement of spawned scientists. BaseNavigator.PlaceOnNavMesh now takes parameter to control Y offset. Ifdef debug data to Editor only.
9 Months Ago
Temp debug gizmo drawing. TimeSince init fix.
9 Months Ago
More deploy/mount logic and balance convars.
10 Months Ago
Renames
10 Months Ago
Redeopment interval convar
10 Months Ago
NavMeshObstacle tweaks
10 Months Ago
Scientists store APC in their entity memory. Scientists tell the APC when they've mounted it. Correctly track the number of alive scientists that re-mounted the APC. Added new MountNPC AI state and design. Added new SpecialEntity reserved memory entity slot. Updated AI design.
10 Months Ago
Merge from main