userAdam Wcancel

5,625 Commits over 2,223 Days - 0.11cph!

2 Years Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
2 Years Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
2 Years Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
2 Years Ago
s2p
2 Years Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
2 Years Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
2 Years Ago
removed unnecessary cast
2 Years Ago
merge from ai_blind
2 Years Ago
Reduce flashbang duration vs AI (4->3 seconds) Removed debug log.
2 Years Ago
Reduce movement speed in blinded state to NavigationSpeed.Slowest
2 Years Ago
guards/peacekeepers can't be blinded
2 Years Ago
Updated remaining relevant scientist AI designs with blinded state container
2 Years Ago
Movement tweaks. Simplify implementation. AI design.
2 Years Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
2 Years Ago
Added IsBlinded AI event. Implementation and UI prefab.s
2 Years Ago
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.
2 Years Ago
LOS check
2 Years Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
2 Years Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
2 Years Ago
merge from ai_aboveground
2 Years Ago
▆▆▍█▊ ▋█▄▊▅█▄ █▍▉▋▅█▍▇ ▌▉ ▄▋▆▇▉ █▌▆█ ▍▄█▉▄▍▆ ▇▇▉▅▅▄▇▉ ▊▋▍▊██ ▌▌▉▋▅▆. ▆▆▅▄▆. ▇▋▉ ▄▍█.
2 Years Ago
merge from nms
2 Years Ago
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
2 Years Ago
cherry pick 81315, animation code
2 Years Ago
override outdoor AI stats
2 Years Ago
first pass outdoor/buildings cover data
2 Years Ago
merge from nms
2 Years Ago
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
2 Years Ago
merge from ai_aboveground
2 Years Ago
Update scene with navmesh obstacle prefab. s2p.
2 Years Ago
fix a gap in the fence obstacles
2 Years Ago
Added fence navmesh obstacle prefab
2 Years Ago
Re-enable spawners on my branch
2 Years Ago
Disable above ground spawners for now.
2 Years Ago
merge from nms
2 Years Ago
Enable force collect terrain for navmesh. Scene. s2p.
2 Years Ago
merge from ai_aboveground
2 Years Ago
2 Years Ago
building move data
2 Years Ago
main outdoor move points
2 Years Ago
merge from nms
2 Years Ago
Initial above ground setup
2 Years Ago
scene, s2p.
2 Years Ago
Expanded AI_MiddleMiddle AIZ to include new corridor area. Added move & cover point data. Updated AI prefab.
2 Years Ago
Updated AI prefab to point spawners to new NVG variant scientists
2 Years Ago
Added ScientistNPC_Roam_NVG_Variant variant prefab. Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
2 Years Ago
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
2 Years Ago
merge from silo/ai
2 Years Ago
Set new NMS specific door prefab instances to not be security doors so they don't break the navmesh. (not needed as security doors). s2p.
2 Years Ago
Enabled read/write on new radio tower & worklight meshes to fix navmesh gen error spam.