userAdam Wcancel

11,673 Commits over 3,622 Days - 0.13cph!

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