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