userAdam Wcancel

6,619 Commits over 2,404 Days - 0.11cph!

2 Years Ago
Reset scientist spawn count to max when Bradley heals after inaction.
2 Years Ago
Fix for spawning a single scientist when all of them have been previously killed.
2 Years Ago
Added deployed timer. Don't count alive scientists until they've all finished spawning.
2 Years Ago
Persist number of alive scientists between deployments. Initial logic for recalling scientists and starting to move again.
2 Years Ago
Better deploy logic, check for valid positions, don't stop and deploy if there's no valid positions.
2 Years Ago
Scientist count bump. Additional AI data.
2 Years Ago
Merge from main
2 Years Ago
Merge from debugging
2 Years Ago
Init/get order fix
2 Years Ago
Override brain and npc movement tick delays for Bradley spawned scientists.
2 Years Ago
AIBrain movement tick start delay, defaults to previously used hardcoded value.
2 Years Ago
Remove some debug. Movement delay fix.
2 Years Ago
Behaviour improvements. BaseNavigatorFIx. Improve responsiveness.
2 Years Ago
Merge from bradley_scientists
2 Years Ago
Merge from main
2 Years Ago
Debugging backup
2 Years Ago
Spawn intervals and convar. Don't do bradley health check in the editor, for easier testing (added a warning for it).
2 Years Ago
Codegen
2 Years Ago
Merge fixing
2 Years Ago
Codegen after merge conflict
2 Years Ago
Merge from main
2 Years Ago
Fixed CNY spear for weapon racks after regression caused by spear changes.
2 Years Ago
Setup for all weapon rack types
2 Years Ago
Merge from metal_detector
2 Years Ago
Code review tweaks
2 Years Ago
Merge from main
2 Years Ago
Increase max deploy distance convar
2 Years Ago
Convars to control min health range and attack distances for deployment. Add deploy checks logic.
2 Years Ago
Realm-remove AI data from client
2 Years Ago
Handle scientists despawn
2 Years Ago
Merge from main
2 Years Ago
Add spawn points to Bradley prefab. Allow a frame for the navmesh obstacle to kick in. Use spawn points and cycle around them if more scientists than spawn points. Init scientists with entity memory of target. Scientists take cover from target when spawning.
2 Years Ago
Merge from main
2 Years Ago
Tweak scientist movement
2 Years Ago
Increase scientist spawn radius
2 Years Ago
Initial scientist AI design file
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
2 Years Ago
Added an AIInformationZone to Bradley. Added move/cover AI data points. Toggle the AIInformationZone on/off with deployed status. Assign the AIZ as a virtual AIZ to Scientists when spawning them.
2 Years Ago
Merge from main
2 Years Ago
Bradley doesn't take damage from scientists.
2 Years Ago
Bradley doesn't target Scientists
2 Years Ago
Spawn scientists pre-aware of attacker
2 Years Ago
Tweak road scientist navmesh Y offset. Bradley spawners set spawn type flags. Bradley prefab update.
2 Years Ago
Spawn the correct scientist type depending on the bradley type (monument or road). Added new scientist prefabs & AI design placeholders.
2 Years Ago
Flag a bradley as road spawned or not
2 Years Ago
Layer mask fix
2 Years Ago
Initial basic scientist spawning behaviour
2 Years Ago
Bradley main cannon shell doesn't hit scientists