userAdam Woolridgecancel

8,490 Commits over 2,251 Days - 0.16cph!

34 Days Ago
Removed a couple of new unused HumanNPC functions from merge, now that I've verified they're not used.
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34 Days Ago
GetBestRoamPoint merge/changes /refactor
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34 Days Ago
wip post merge cleanup/refactor
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35 Days Ago
wip merge fixes & cleanup
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35 Days Ago
more manual merge progress
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36 Days Ago
wip merge from main including manual merge of AIInformationZone and BaseAIBrain
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36 Days Ago
merge from navtick
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36 Days Ago
separate navigator update from brain think timing
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41 Days Ago
navigator tick experimental changes
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41 Days Ago
Update animal AI design to now use StateError and StateFinished when roaming
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41 Days Ago
updated mil tunnel scientist AI design
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41 Days Ago
small Chase / TakeCover state improvements & cleanup
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41 Days Ago
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them. Animal roam state now returns to home point if no suitable roam points are found from current position.
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41 Days Ago
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
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43 Days Ago
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank. Added BaseNavigateHome state. Chase state improvements.
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44 Days Ago
update MT design
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47 Days Ago
test scene update
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47 Days Ago
merge from main
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47 Days Ago
merge from miltunnel
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50 Days Ago
Converter tool replaces HTN scientist prefabs with new versions. Relocated new MT scientist prefabs. Manifest.
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50 Days Ago
New military tunnel scientist prefabs using new AI setup. Initial MT ai design setup.
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50 Days Ago
AI converter tool now handles HTN spawners/npcs
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50 Days Ago
Added military tunnel test scene, some initial debugging to help figure out what's going on.
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51 Days Ago
merge from attack range multiplier changes
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51 Days Ago
Excavator test scene
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51 Days Ago
Attack range multiplier (and related attack events) test changes.
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51 Days Ago
junkpile_a cover point tweaks
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51 Days Ago
TakeCover state triggers StateError event if no valid cover point found
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51 Days Ago
oilrig design tweaks
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51 Days Ago
merge from main
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54 Days Ago
merge from noise branch and some improvements
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54 Days Ago
oilrig/junkpile design updates
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54 Days Ago
wip listen senses and noise sources.
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55 Days Ago
Merge from range check interface changes.
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55 Days Ago
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer. AI designer now highlights the triggering events. Updated junkpile scientist AI design. Protobuf.
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56 Days Ago
Applying shelved junkpile AI design changes
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56 Days Ago
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
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56 Days Ago
Reworked ScientistJunkpileSpawner to use new AI setup.
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56 Days Ago
more wip junkpile ai
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56 Days Ago
Initial junkpile scientist AI design
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56 Days Ago
merge from main
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56 Days Ago
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data. More new junkpile scientist prefab updates. Fixed AIInformationZone.GetForPoint breaking if any entries are null. Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether). BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified. Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
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57 Days Ago
junkpile prefab setting tweaks
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57 Days Ago
Initial junkpile scientist prefab, brain setup, empty design.
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58 Days Ago
Added TargetLostRange to AIBrainSenses. TarrgetLostAIEvent now checks distance too. Oilrig scientist design update.
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58 Days Ago
merge from main
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58 Days Ago
Added enum for navigation speed settign and per-type speed values. Switch all calls to BaseNavigator.SetDestination to use the new enum. Test scenes updated.
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2 Months Ago
realm removed some scripts on animal prefabs
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