userAdam Wcancel
reporust_rebootcancel

6,341 Commits over 2,314 Days - 0.11cph!

5 Years Ago
puzzle reset spawners
5 Years Ago
final patrol route
5 Years Ago
patrol routes, spawners
5 Years Ago
Trainyard AI prefab update
5 Years Ago
Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward. Switched trainyard spawners to use them.
5 Years Ago
First pass animal attack dmg/rate tweaks
5 Years Ago
merge from ai main
5 Years Ago
Chase state updated to return error when no move point found, also returns running or finished depending on navigator. Updated human designs with chase->idle transition from error/finished events.
5 Years Ago
Reapplied Cargoship VAIZ setting.
5 Years Ago
movepoint updates to prefab
5 Years Ago
merge from ai main
5 Years Ago
APC doesn't target AI
5 Years Ago
merge from main
5 Years Ago
Reduced "fast" speed of Stag
5 Years Ago
fix for GetBestMovePointNear fallback nearest dist calc
5 Years Ago
updated ai prefab
5 Years Ago
added basic tower patrol path
5 Years Ago
wip trainyard AI setup (as prefab). Trainyard test scene.
5 Years Ago
merge from main
5 Years Ago
merge from airfield
5 Years Ago
Setup spawners so they work with puzzle reset
5 Years Ago
Airfield test scene
5 Years Ago
merge from vaiz
5 Years Ago
5 Years Ago
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
5 Years Ago
first pass AI setup (as prefab).
5 Years Ago
merge from humantweaks
5 Years Ago
Chase and combat state improvements.
5 Years Ago
Default usecalculatepath to true
5 Years Ago
updated human AI designs with extra combat->cover transition
5 Years Ago
merge from ai main
5 Years Ago
merge from animaltweaks. Distance changes.
5 Years Ago
merge from main
5 Years Ago
client compile fix for new Reloading ai event.
5 Years Ago
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now) Added ai.pathfindingIterationsPerFrame.
5 Years Ago
client compile fix
5 Years Ago
merge from AI main
5 Years Ago
added Reloading AI event.
5 Years Ago
▋▇▌'▅ ▅▇▋█▋▅▍▉▅▄▌ ▍▇▅▉▋▋ ▆▇ ▄▄ ▅▋▅▄▆ ▆▋█▍▆
5 Years Ago
█▆▄▅▌, ▅█▇▄▍▊▉█▋, ▄▆█ █▅▆▍▌▄, ▅▊▅▊▉▅, ▄▅▄▋▊▇ ▍█▋▇▄▋▉ █▌ ▊▍▋█▍▇▋ ▄▉▊▄▊▆▍ ▉▊█▍ ▆▄▌▉▋▌ █▅▋▊▄ ▄▉█▇▆ ▉▋█ ▆▉▌▆▄ █▅▉ ▋▊ ▉▆▋▊ ▌▇▇ ▍▄▅▌▄ ▌▊ ▅▍█▅▉▆▍▇ ▌▅ ▆█▇▌▋
5 Years Ago
Chase state faces target if LOS
5 Years Ago
TakeCover state runs face target logic even if in error state.
5 Years Ago
distance tweaks
5 Years Ago
Reduced boar run speed, animals give up chase based on distance too.
5 Years Ago
merge from main
5 Years Ago
merge from ai
5 Years Ago
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.
5 Years Ago
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
5 Years Ago
BaseNavigator.SetDestination respects nav_disable
5 Years Ago
Added aggression timer event, cooldown state, animal design update to include cooldown state and chase less.