12,322 Commits over 3,712 Days - 0.14cph!
Added new overlay type and prefab for hood. Item.
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
Allow random move point usage as fallback
Can set chase ability based on weapon range.
Chase state fix for when no move point found.
Delete now un-used prefabs
Setup junkpile AIZs as virtual and assign in spawners.
Added profiling and stat command to investigate potential zone leaking.
Increase max range of random positioning
Ignore max distance check for subsequent spawn waves
Add BaseNavigator properties for controlling the new navigation settings.
Distribute chase ability between spawns.
Prevent excessive pathing & los checks in a specific situation.
Increase animal ground pos distance check range
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Added FaceTargetChaseDistance to BaseNavigator.
Added random point functionality.
Test chase behaviour change.
AI design changes.
Weapon rack setup for new size
Set home position of scientists
Heavy bradly scientist navigator distances changed to match regular bradley scientist
Increase move point terrina placement distance check
Additional Bradley AI data
Force alternate chase/take cover states when spawning scientists sequentially isntead of 50/50 chance
More aggressive chase behaviour
Add heavy scientists to spawns
Bradley Heavy Scientist prefab & initial setup.
Bunch more wip spawn setup/functionality
Initial health-based spawn group setup.
Rename scientist prefab ahead of removing variant.
Manifest after rename.
Move scientist code to a separate bradley file while I'm at it
Additional scientist spawning functionality.
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