userAdam Woolridgecancel
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3,825 Commits over 1,735 Days - 0.09cph!

3 Years Ago
merge from submarine
3 Years Ago
Missed file
3 Years Ago
Added AIInformationZone.Mege
3 Years Ago
AIInformationZone bounds encapsulation tests
3 Years Ago
AI data for remaining modules.
3 Years Ago
Added AI data to first half of module segments
3 Years Ago
merge from submarine main
3 Years Ago
Enabled BaseMoveTowardsState access for humans.
3 Years Ago
merge from main
3 Years Ago
Uncommitted waterplant ai wip
3 Years Ago
Set read/write access on meshes needed for navmesh generation. Navmesh gen tests.
3 Years Ago
wip water treatment plant ai
3 Years Ago
merge from main
3 Years Ago
Removed old heavyscientist and humannpc prefabs.
3 Years Ago
Removed old unused HumanBrain and related states. Remove old unused HumanNPC.
3 Years Ago
merge from ai main
3 Years Ago
merge from main
3 Years Ago
merge from navtweaks
3 Years Ago
Fallback to SetDestinaion if CalculatePath fails
3 Years Ago
nav tweak tests
3 Years Ago
merge from main
3 Years Ago
merge from ai main
3 Years Ago
airfield scene/prefab update
3 Years Ago
Boar tweak
3 Years Ago
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
3 Years Ago
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
3 Years Ago
Added airfield AI prefab to airfield monument scene. S2P on airfield.
3 Years Ago
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
3 Years Ago
merge from save214_test
3 Years Ago
merge from main
3 Years Ago
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
3 Years Ago
train yard sleep/wake
3 Years Ago
merge from trainyard
3 Years Ago
puzzle reset spawners
3 Years Ago
final patrol route
3 Years Ago
patrol routes, spawners
3 Years Ago
Trainyard AI prefab update
3 Years Ago
Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward. Switched trainyard spawners to use them.
3 Years Ago
First pass animal attack dmg/rate tweaks
3 Years Ago
merge from ai main
3 Years Ago
Chase state updated to return error when no move point found, also returns running or finished depending on navigator. Updated human designs with chase->idle transition from error/finished events.
3 Years Ago
Reapplied Cargoship VAIZ setting.
3 Years Ago
movepoint updates to prefab
3 Years Ago
merge from ai main
3 Years Ago
APC doesn't target AI
3 Years Ago
merge from main
3 Years Ago
Reduced "fast" speed of Stag
3 Years Ago
fix for GetBestMovePointNear fallback nearest dist calc
3 Years Ago
updated ai prefab