userAdam Woolridgecancel

8,372 Commits over 2,192 Days - 0.16cph!

31 Days Ago
Coverpoint stuff now uses the ai grid too.
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32 Days Ago
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
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32 Days Ago
Merge from griduse
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32 Days Ago
▊▌██▄ ▌▍█▌▅▊▇ ▍▍▅▊▅▆▉ █▆▍ ▍█▄ ▄▊▅▊ ▄▅▍▍▋ ▌▇▄▄ ▋▊ ▉▅▄ █▇▍▆ ▍▊▍▆▄▅, ▉▋ ▊▍▍█ ▄▆ ▋▌ ▌▍▋█▅▄ ▋▉▄█▌. ▌▅▍▉▅ ▄▋ ▊█▋ ▌▅▋▇▄▆█ ▄▊▋█▋▇▅, █▉▉▅ ▍▌▇▅/▉▆▋▉▊ ▇▌▇▆▉▇▄ + ▍▌▄▅▅▌▇▉█▋█▄ ▌▋▄▉▉▊▋▉, █▋▊█▊ █▉▄▅▇█▌, █▆▆▊▉▇▄▄▉▋.
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32 Days Ago
Refactored move point list lookup
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32 Days Ago
Roaming point calculation can now use the AI grid. Fixed some range parameters.
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32 Days Ago
AIInformationGrid.GetMovePointsInRange implementation. AIInformationZone can now use the ai grid for optimizations. AI can now use the grid if available for a monument. Added ai.usegrid convar to toggle use of the new grid system at runtime.
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32 Days Ago
merge from main
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32 Days Ago
merge from aipoint
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33 Days Ago
Profile GetBestRoamPoint
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33 Days Ago
clear any invokes first in SetUsedBy
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33 Days Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
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34 Days Ago
Probable fix for if BaseFollowPathState starts running before nav data
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34 Days Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
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34 Days Ago
new bandit guard prefab, setup, starting point AI design/config.
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34 Days Ago
Bandit town test scene
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34 Days Ago
34 Days Ago
merge from outpost
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38 Days Ago
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
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38 Days Ago
AIInformationZone.GetCellsInRange implementation and visualisation/tester
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38 Days Ago
AIInformationGrid.GetCell implementation. Added AIInformationGridTester.
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38 Days Ago
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward). wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
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38 Days Ago
Fixed TargetLost event invert result
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38 Days Ago
Added TargetLost ai event. Updated peacekeeper AI design to return to their patrolling after combat.
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39 Days Ago
initial outpost peacekeeper AI design
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39 Days Ago
BaseFollowPathState pathing optimisation.
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39 Days Ago
40 Days Ago
Pressing tab in the F1 screen will now switch back and forth between the last 2 used tabs, eg console + items. (unless you're typing in the console)
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40 Days Ago
Converter tool now converts stationary spawn points with look at points to single point AIMovePointPath with look at points, so they can all be handled as paths instead of two separate approaches.
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40 Days Ago
Fixed a client UI define
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40 Days Ago
AI data conversion tool now swaps old peacekeeper spawn prefabs for new ones
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40 Days Ago
New preacekeeper replacement prefab, setup and linked blank AI design. Manifest.
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41 Days Ago
server compile fix
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41 Days Ago
Auto lock keylocks on deploy
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41 Days Ago
Added a suicide option to the escape menu. Only appears when connected to a server.
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41 Days Ago
Monument AI conversion tool now converts scientist spawners, sets any waypoint path links. BaseFollowPath state now triggers the error event when there's no path. NPCSpawner now sets any path data. Added ScientistNPCSpawner, extends NPCSpawner.
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41 Days Ago
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position. BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.
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41 Days Ago
Refactored facing direction override support down from NPCPlayerNavigator to BaseNavigator. BaseFollowPathState now sets navigator direction for look at points.
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41 Days Ago
Added support for path reversing to AIMovePointPath and BaseFollowPath state. Added support for waypoint look-at points to BaseFollowPath.
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42 Days Ago
profiling fix for GroawbleEntity.Server
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43 Days Ago
wip BaseFollowPath state and supporting functions for AIMovePointPath
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43 Days Ago
AIMovePointPath debug render fix
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