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4,307 Commits over 1,919 Days - 0.09cph!

4 Years Ago
movement speeds
4 Years Ago
merge from main
4 Years Ago
cover/reloading tweaks
4 Years Ago
more wip oilrig behaviour
4 Years Ago
rate tweak
4 Years Ago
Added built-in SetDestination rate limiting to the new base navigator.
4 Years Ago
AIInformationZone optimizations & cleanup.
4 Years Ago
Senses update now ticks regularly. IsVisible ai event optimizations.
4 Years Ago
Scientist aiming/direction. Moved remains of targeting and attack ticking out of HumanNPC.
4 Years Ago
Added AttackTick event. Scientist ai design update.
4 Years Ago
merge from m ain
4 Years Ago
Position-around refactor. Bunch of attack tick related stuff. AI memory now caches LOS value per entity in its memory.
4 Years Ago
Fixed chase state. Fixed events with no output state container linked not continuing execution correctly. Fixed IsVisible event using the targets attack interface instead of the owners. Brain senses can now handle the LOS checks. UI serialization improvements. More scientist AI design wip.
4 Years Ago
GetBestTarget interface/implementation. Events can now allow execution to continue past them if they trigger but have no output state container linked. Added BestTargetDetected and IsVisible events.
4 Years Ago
Serialize initial state and correctly show it when opening designer.
4 Years Ago
merge from main
4 Years Ago
AI design hot reloading for all instances of current entity type when saving designs.
4 Years Ago
designer delete event
4 Years Ago
State delete designer functionality
4 Years Ago
chase wip
4 Years Ago
wip states, cover & design
4 Years Ago
merge from main
4 Years Ago
more nav/cover
4 Years Ago
more cover wip
4 Years Ago
cover wip
4 Years Ago
Added new AmmoBelow event, protobuf & UI. Added GetAmmoFraction() to IAIAttack and implementations.
4 Years Ago
scientist IAAttack initial implementation
4 Years Ago
started splitting scientist combat state into separate states and events. updated AI design.
4 Years Ago
Implemented IAISenses for scientists
4 Years Ago
ai design
4 Years Ago
moved player-player visibility tests from HumanNPC to BasePlayer
4 Years Ago
scientist roam state. added some blockout scientist states. oilrig scientist AI design wip.
4 Years Ago
merge from main
4 Years Ago
direction fix, vision cones
4 Years Ago
Removed some last remains of navigation form HumanNPC
4 Years Ago
merge from main
4 Years Ago
Applied some navigation change shelves. Bunch of navigation work and refactoring to decouple navigation from npcs. Removed a bunch of debug. Better debug visualisation for navigation.
4 Years Ago
New base movetowards state. WIP getting scientist movement working. AI design for testing.
4 Years Ago
removed unused code
4 Years Ago
HumanNPC cleanup before starting to move stuff out
4 Years Ago
more conversion, sense fixes
4 Years Ago
wip scientist memory/senses conversion
4 Years Ago
Code gen
4 Years Ago
prefabs, setup.
4 Years Ago
quick refactor, more setup
4 Years Ago
Test prefabs, test setup
4 Years Ago
cargo 2 test scene
4 Years Ago
merge from main
4 Years Ago
family check fix
4 Years Ago
Autoscroll event list to bottom when adding a new event