userAdam Woolridgecancel

8,726 Commits over 2,312 Days - 0.16cph!

2 Hours Ago
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
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3 Hours Ago
train yard sleep/wake
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3 Hours Ago
merge from trainyard
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4 Hours Ago
puzzle reset spawners
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patrol routes, spawners
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Trainyard AI prefab update
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Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward. Switched trainyard spawners to use them.
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Yesterday
First pass animal attack dmg/rate tweaks
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Yesterday
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.
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Yesterday
Reapplied Cargoship VAIZ setting.
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Yesterday
movepoint updates to prefab
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Yesterday
APC doesn't target AI
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Yesterday
merge from main
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4 Days Ago
Reduced "fast" speed of Stag
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4 Days Ago
fix for GetBestMovePointNear fallback nearest dist calc
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5 Days Ago
added basic tower patrol path
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5 Days Ago
wip trainyard AI setup (as prefab). Trainyard test scene.
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5 Days Ago
merge from main
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5 Days Ago
merge from airfield
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5 Days Ago
Setup spawners so they work with puzzle reset
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5 Days Ago
6 Days Ago
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
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6 Days Ago
first pass AI setup (as prefab).
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7 Days Ago
merge from humantweaks
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7 Days Ago
Chase and combat state improvements.
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7 Days Ago
Default usecalculatepath to true
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7 Days Ago
updated human AI designs with extra combat->cover transition
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7 Days Ago
merge from animaltweaks. Distance changes.
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8 Days Ago
merge from main
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13 Days Ago
client compile fix for new Reloading ai event.
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13 Days Ago
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now) Added ai.pathfindingIterationsPerFrame.
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14 Days Ago
added Reloading AI event.
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14 Days Ago
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14 Days Ago
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14 Days Ago
Chase state faces target if LOS
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15 Days Ago
TakeCover state runs face target logic even if in error state.
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15 Days Ago
Reduced boar run speed, animals give up chase based on distance too.
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15 Days Ago
merge from main
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18 Days Ago
merge from ai
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18 Days Ago
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.
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