userAdam Wcancel

5,970 Commits over 2,253 Days - 0.11cph!

3 Years Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
3 Years Ago
removed unnecessary cast
3 Years Ago
merge from ai_blind
3 Years Ago
Reduce flashbang duration vs AI (4->3 seconds) Removed debug log.
3 Years Ago
Reduce movement speed in blinded state to NavigationSpeed.Slowest
3 Years Ago
guards/peacekeepers can't be blinded
3 Years Ago
Updated remaining relevant scientist AI designs with blinded state container
3 Years Ago
Movement tweaks. Simplify implementation. AI design.
3 Years Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
3 Years Ago
Added IsBlinded AI event. Implementation and UI prefab.s
3 Years 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.
3 Years Ago
LOS check
3 Years Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
3 Years Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
3 Years Ago
merge from ai_aboveground
3 Years Ago
▆▆▍█▊ ▋█▄▊▅█▄ █▍▉▋▅█▍▇ ▌▉ ▄▋▆▇▉ █▌▆█ ▍▄█▉▄▍▆ ▇▇▉▅▅▄▇▉ ▊▋▍▊██ ▌▌▉▋▅▆. ▆▆▅▄▆. ▇▋▉ ▄▍█.
3 Years Ago
merge from nms
3 Years Ago
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
3 Years Ago
cherry pick 81315, animation code
3 Years Ago
override outdoor AI stats
3 Years Ago
first pass outdoor/buildings cover data
3 Years Ago
merge from nms
3 Years Ago
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
3 Years Ago
merge from ai_aboveground
3 Years Ago
Update scene with navmesh obstacle prefab. s2p.
3 Years Ago
fix a gap in the fence obstacles
3 Years Ago
Added fence navmesh obstacle prefab
3 Years Ago
Re-enable spawners on my branch
3 Years Ago
Disable above ground spawners for now.
3 Years Ago
merge from nms
3 Years Ago
Enable force collect terrain for navmesh. Scene. s2p.
3 Years Ago
merge from ai_aboveground
3 Years Ago
3 Years Ago
building move data
3 Years Ago
main outdoor move points
3 Years Ago
merge from nms
3 Years Ago
Initial above ground setup
3 Years Ago
scene, s2p.
3 Years Ago
Expanded AI_MiddleMiddle AIZ to include new corridor area. Added move & cover point data. Updated AI prefab.
3 Years Ago
Updated AI prefab to point spawners to new NVG variant scientists
3 Years Ago
Added ScientistNPC_Roam_NVG_Variant variant prefab. Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
3 Years Ago
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
3 Years Ago
merge from silo/ai
3 Years 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.
3 Years Ago
Enabled read/write on new radio tower & worklight meshes to fix navmesh gen error spam.
3 Years Ago
s2p.
3 Years Ago
Added Scientist.NVGM loadout. Set spawners to equip it.
3 Years Ago
merge from main/scientist_nvgm
3 Years Ago
merge from silo
3 Years Ago
▆▄▄▍▉ ▌█▉▇▍▍▉▅▉█ ▍▍▄▍▇▊▇ ▄█ ▇▉██▄▉▋▇ ▆▋█ ▋▄▄▋▊██