userAdam Woolridgecancel
branchrust_reboot/main/ai_test_changes/events/em_testcancel

414 Commits over 365 Days - 0.05cph!

3 Years Ago
TakeCover state triggers StateError event if no valid cover point found
3 Years Ago
oilrig design tweaks
3 Years Ago
merge from main
3 Years Ago
merge from noise branch and some improvements
3 Years Ago
oilrig/junkpile design updates
3 Years Ago
Merge from range check interface changes.
3 Years 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.
3 Years Ago
Applying shelved junkpile AI design changes
3 Years Ago
Reworked ScientistJunkpileSpawner to use new AI setup.
3 Years Ago
more wip junkpile ai
3 Years Ago
Initial junkpile scientist AI design
3 Years Ago
merge from main
3 Years 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.
3 Years Ago
junkpile prefab setting tweaks
3 Years Ago
Initial junkpile scientist prefab, brain setup, empty design.
3 Years Ago
Added TargetLostRange to AIBrainSenses. TarrgetLostAIEvent now checks distance too. Oilrig scientist design update.
3 Years Ago
merge from main
3 Years 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.
3 Years Ago
realm removed some scripts on animal prefabs
3 Years Ago
same for NPCPlayerNavigator
3 Years Ago
Fix some BaseNavigator script changes getting lost between client/server switch
3 Years Ago
merge from compile fixes
3 Years Ago
BaseNavigator can toggle braking. Follow path state disables braking.
3 Years Ago
Design permission check
3 Years Ago
added ai.designing convar toggle
3 Years Ago
merge from main
3 Years Ago
merge from main
3 Years Ago
refactored scientist AttackTick. Bunch of scientist state and behaviour improvements. Base/NPC navigator improvements. Oilrig AI design update.
3 Years Ago
merge from main
3 Years Ago
merge from main
3 Years Ago
Brain sense query optimization when exclusively looking for players
3 Years Ago
Bunch of profiling
3 Years Ago
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
3 Years Ago
Coverpoint stuff now uses the ai grid too.
3 Years Ago
Merge from griduse
3 Years Ago
merge from main
3 Years Ago
merge from aipoint
3 Years Ago
Probable fix for if BaseFollowPathState starts running before nav data
3 Years Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
3 Years Ago
new bandit guard prefab, setup, starting point AI design/config.
3 Years Ago
Bandit town test scene
3 Years Ago
rename scene
3 Years Ago
merge from outpost
3 Years Ago
merge from main
3 Years Ago
merge from main
3 Years Ago
merged from experimental changes
3 Years Ago
Initial support for event blocks and the AND event.
3 Years Ago
merge from main
3 Years Ago
separated scientist + heavy scientist designs
3 Years Ago
Can now set the default state container in the ai editor. Dismounted state now triggers the StateError event if no valid waypoint data is found. Oilrig tweaks.