userAdam Woolridgecancel

10,916 Commits over 3,347 Days - 0.14cph!

1 Year Ago
Reduce flashbang duration vs AI (4->3 seconds) Removed debug log.
1 Year Ago
Reduce movement speed in blinded state to NavigationSpeed.Slowest
1 Year Ago
guards/peacekeepers can't be blinded
1 Year Ago
Updated remaining relevant scientist AI designs with blinded state container
1 Year Ago
Movement tweaks. Simplify implementation. AI design.
1 Year Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
1 Year Ago
Added IsBlinded AI event. Implementation and UI prefab.s
1 Year Ago
BaseBlindedState, scientist BlindedState. Added AIState.Blinded type. Added AIDesign.GetFirstStateContainerOfType function. Brains can toggle if they can be blinded or not. Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
1 Year Ago
LOS check
1 Year Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
1 Year Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
1 Year Ago
merge from ai_aboveground
1 Year Ago
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1 Year Ago
merge from nms
1 Year Ago
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
1 Year Ago
cherry pick 81315, animation code
1 Year Ago
override outdoor AI stats
1 Year Ago
first pass outdoor/buildings cover data
1 Year Ago
merge from nms
1 Year Ago
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
1 Year Ago
merge from ai_aboveground
1 Year Ago
Update scene with navmesh obstacle prefab. s2p.
1 Year Ago
fix a gap in the fence obstacles
1 Year Ago
Added fence navmesh obstacle prefab
1 Year Ago
Re-enable spawners on my branch
1 Year Ago
merge from nms
1 Year Ago
Disable above ground spawners for now.
1 Year Ago
Enable force collect terrain for navmesh. Scene. s2p.
1 Year Ago
merge from ai_aboveground
1 Year Ago
1 Year Ago
building move data
1 Year Ago
main outdoor move points
1 Year Ago
merge from nms
1 Year Ago
Initial above ground setup
1 Year Ago
scene, s2p.
1 Year Ago
Expanded AI_MiddleMiddle AIZ to include new corridor area. Added move & cover point data. Updated AI prefab.
1 Year Ago
Updated AI prefab to point spawners to new NVG variant scientists
1 Year Ago
Added ScientistNPC_Roam_NVG_Variant variant prefab. Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
1 Year Ago
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
1 Year Ago
merge from silo/ai
1 Year Ago
Set new NMS specific door prefab instances to not be security doors so they don't break the navmesh. (not needed as security doors). s2p.
1 Year Ago
Enabled read/write on new radio tower & worklight meshes to fix navmesh gen error spam.
1 Year Ago
s2p.
1 Year Ago
Added Scientist.NVGM loadout. Set spawners to equip it.
1 Year Ago
merge from main/scientist_nvgm
1 Year Ago
merge from silo
1 Year Ago
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1 Year Ago
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1 Year Ago
Icon fixes, text fixes, added double horse icon for purchase. Phrases.
1 Year Ago
merge from main