4,306 Commits over 1,919 Days - 0.09cph!
Convars to control min health range and attack distances for deployment.
Add deploy checks logic.
Realm-remove AI data from client
Handle scientists despawn
Add spawn points to Bradley prefab.
Allow a frame for the navmesh obstacle to kick in.
Use spawn points and cycle around them if more scientists than spawn points.
Init scientists with entity memory of target.
Scientists take cover from target when spawning.
Increase scientist spawn radius
Initial scientist AI design file
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
Added an AIInformationZone to Bradley. Added move/cover AI data points.
Toggle the AIInformationZone on/off with deployed status.
Assign the AIZ as a virtual AIZ to Scientists when spawning them.
Bradley doesn't take damage from scientists.
Bradley doesn't target Scientists
Spawn scientists pre-aware of attacker
Tweak road scientist navmesh Y offset.
Bradley spawners set spawn type flags.
Bradley prefab update.
Spawn the correct scientist type depending on the bradley type (monument or road).
Added new scientist prefabs & AI design placeholders.
Flag a bradley as road spawned or not
Initial basic scientist spawning behaviour
Bradley main cannon shell doesn't hit scientists
Bradley guns don't hit Scientists
Hardcode a stopped/deployed state for quick testing.
Simplify BradleyAPC.SetTarget calls
Refactor set target code into a separate function so we can re-use it.
Fix issues with sweetspot scanning when mounted.
Merge from metal_detector
Added IMetalDetectable interface and implemented for MetalDetectorSource.
Limit full scan updates based on distance moved
Correct beep/light behaviour when first deploying
▊█▌'▍ ▌▆▇▌ ▄▋▆ █▆█▍▇▅▅▌▇ ▆▉▋█ ▄█ ▍▋▌▆▇ ▅▍▇▇▍ ▊▋ ▅▊▍ ▌▆▌▍▇▅ █▋ ▋▉ ▍ ▋▍█▅▋█▌█.
Nicer start/stop detection logic.
Remove the ghost flag effect prefab and related code.
Misc cleanup.
Remove some now unused client code.
Increase the source timeout duration.
Applied the bulk of the changes from rework