4,348 Commits over 1,919 Days - 0.09cph!
Make the UI designer screen larger to fit the extra states on.
Update bradley scientist AI design with recall states/events.
Update state for recalling scientists
Add destroy self behaviour state.
Recall coroutine rework.
Remove all code that calls Sense.Stimulate
Remove OnSensation and calls.
WIP logic for loading scientists back in.
New related states, AI design updates.
More recall logic/testing.
Snappier scientist weapon equip on spawn
Reset scientist spawn count to max when Bradley heals after inaction.
Fix for spawning a single scientist when all of them have been previously killed.
Added deployed timer.
Don't count alive scientists until they've all finished spawning.
Persist number of alive scientists between deployments.
Initial logic for recalling scientists and starting to move again.
Better deploy logic, check for valid positions, don't stop and deploy if there's no valid positions.
Scientist count bump.
Additional AI data.
Override brain and npc movement tick delays for Bradley spawned scientists.
AIBrain movement tick start delay, defaults to previously used hardcoded value.
Remove some debug.
Movement delay fix.
Behaviour improvements.
BaseNavigatorFIx.
Improve responsiveness.
Merge from bradley_scientists
Spawn intervals and convar.
Don't do bradley health check in the editor, for easier testing (added a warning for it).
Codegen after merge conflict
Fixed CNY spear for weapon racks after regression caused by spear changes.
Setup for all weapon rack types
Merge from metal_detector
Increase max deploy distance convar
Convars to control min health range and attack distances for deployment.
Add deploy checks logic.
Realm-remove AI data from client
Handle scientists despawn
Add spawn points to Bradley prefab.
Allow a frame for the navmesh obstacle to kick in.
Use spawn points and cycle around them if more scientists than spawn points.
Init scientists with entity memory of target.
Scientists take cover from target when spawning.
Increase scientist spawn radius