11,277 Commits over 3,500 Days - 0.13cph!
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated.
s2p.
Scientist only move to one random spot when blinded.
Increased the duration variance.
Move start gesture to the blinded state StateEnter.
Slightly vary blinded duration.
Changed flash blinded gesture to loop.
Clear gesture when leaving blinded state.
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh.
s2p.
Fixed and old spawner and the new spawners linking to the wrong AIZ
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
Reduce flashbang duration vs AI (4->3 seconds)
Removed debug log.
Reduce movement speed in blinded state to NavigationSpeed.Slowest
guards/peacekeepers can't be blinded
Updated remaining relevant scientist AI designs with blinded state container
Movement tweaks.
Simplify implementation.
AI design.
Implemented blind state so that scientists run in random directions in a small space while blinded.
Added IsBlinded AI event. Implementation and UI prefab.s
BaseBlindedState, scientist BlindedState.
Added AIState.Blinded type.
Added AIDesign.GetFirstStateContainerOfType function.
Brains can toggle if they can be blinded or not.
Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
Set duration/range.
Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently.
Test debug log.
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
merge from ai_aboveground
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Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
cherry pick
81315, animation code
override outdoor AI stats
first pass outdoor/buildings cover data
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
merge from ai_aboveground
Update scene with navmesh obstacle prefab.
s2p.
fix a gap in the fence obstacles
Added fence navmesh obstacle prefab
Re-enable spawners on my branch
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Initial above ground setup
Expanded AI_MiddleMiddle AIZ to include new corridor area.
Added move & cover point data.
Updated AI prefab.
Updated AI prefab to point spawners to new NVG variant scientists
Added ScientistNPC_Roam_NVG_Variant variant prefab.
Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)