userAdam Wcancel

11,274 Commits over 3,500 Days - 0.13cph!

6 Months Ago
Deploy & recall smoke grenade usage (convar'd)
6 Months Ago
MonumentIsland_Bradley test scene
6 Months Ago
Updated bradley scientist AI design, more defensive, more use of bradley as cover.
6 Months Ago
Check scientist target move distance is within a suitable distance from bradley
6 Months Ago
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6 Months Ago
CanSeeTarget can now take a source position offset, used to check move points.
6 Months Ago
Refactor
6 Months Ago
Remove now unused LOS offset code
6 Months Ago
AIInformationZone LOS improvements for GetBestMovePointNear
6 Months Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
6 Months Ago
Merge from main
6 Months Ago
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6 Months Ago
Bradley scientist AI design update. AIInformationZone can now place move points on terrain. Disable AI data on spawn.
6 Months Ago
Extra AI data
6 Months Ago
Merge from main
6 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.
6 Months Ago
Merge from main
6 Months Ago
Raycast distance fix from earlier
6 Months Ago
Increase not-attacked timeout duration
6 Months Ago
Codegen
6 Months Ago
Merge from main
6 Months Ago
Remove standing weapon rack from excluded list for Pickaxe
6 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.
6 Months Ago
Temp debug gizmo drawing. TimeSince init fix.
6 Months Ago
More deploy/mount logic and balance convars.
6 Months Ago
Renames
6 Months Ago
Redeopment interval convar
6 Months Ago
NavMeshObstacle tweaks
6 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.
6 Months Ago
Merge from main
6 Months Ago
Make the UI designer screen larger to fit the extra states on. Update bradley scientist AI design with recall states/events.
6 Months Ago
Update state for recalling scientists
6 Months Ago
Merge from main
6 Months Ago
Add destroy self behaviour state. Recall coroutine rework.
6 Months Ago
Delete Sense.cs
6 Months Ago
More removal
6 Months Ago
Remove all code that calls Sense.Stimulate
6 Months Ago
Remove OnSensation and calls.
6 Months Ago
Merge from main
7 Months Ago
WIP logic for loading scientists back in. New related states, AI design updates.
7 Months Ago
Merge from main
7 Months Ago
More recall logic/testing.
7 Months Ago
Snappier scientist weapon equip on spawn
7 Months Ago
Merge from main
7 Months Ago
Reset scientist spawn count to max when Bradley heals after inaction.
7 Months Ago
Fix for spawning a single scientist when all of them have been previously killed.
7 Months Ago
Added deployed timer. Don't count alive scientists until they've all finished spawning.
7 Months Ago
Persist number of alive scientists between deployments. Initial logic for recalling scientists and starting to move again.
7 Months Ago
Better deploy logic, check for valid positions, don't stop and deploy if there's no valid positions.
7 Months Ago
Scientist count bump. Additional AI data.