userAdam Woolridgecancel
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3,826 Commits over 1,735 Days - 0.09cph!

3 Years Ago
merge from main
3 Years Ago
formatting fix
3 Years Ago
wip sleepable
3 Years Ago
Score down any roam point that we are very close to. Distance based scoring changes. Roam point reservation improvements. Oilrig scientist roam idle intervals reduced.
3 Years Ago
merge from cover
3 Years Ago
Cover point reservation changes. Harshly score down, instead of excluding, used cover points.
3 Years Ago
3 Years Ago
Cover point reservation improvements. Added AIPoint memory bank.
3 Years Ago
Added tunable BestRoamPointMaxDistance
3 Years Ago
merge from main
3 Years Ago
merge from mergefrommain
3 Years Ago
Added some safety checks
3 Years Ago
Refactored responsibility for the dynamic ai point add/remove from NPCDwelling to AIInformationZone with a validation function param. Made all the add/remove point functions private to AIInformationZone. Added a function call to cache the point arrays and replaced me recent temp solution (when merging from main) with this call.
3 Years Ago
apply slow aim fix to new setup
3 Years Ago
Implemented the speed based agent avoidance priority from [58969] in to the new BaseNavigator as a SpeedBasedAvoidancePriority toggle, defaults to false.
3 Years Ago
Removed now unused function
3 Years Ago
More manual merge/picking relevant bits out
3 Years Ago
Applied slow moving footstep sound fix
3 Years Ago
Removed a couple of new unused HumanNPC functions from merge, now that I've verified they're not used.
3 Years Ago
GetBestRoamPoint merge/changes /refactor
3 Years Ago
wip post merge cleanup/refactor
3 Years Ago
wip merge fixes & cleanup
3 Years Ago
more manual merge progress
3 Years Ago
wip merge from main including manual merge of AIInformationZone and BaseAIBrain
3 Years Ago
merge from navtick
3 Years Ago
separate navigator update from brain think timing
3 Years Ago
navigator tick experimental changes
3 Years Ago
Update animal AI design to now use StateError and StateFinished when roaming
3 Years Ago
updated mil tunnel scientist AI design
3 Years Ago
small Chase / TakeCover state improvements & cleanup
3 Years 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.
3 Years 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.
3 Years Ago
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank. Added BaseNavigateHome state. Chase state improvements.
3 Years Ago
update MT design
3 Years Ago
test scene update
3 Years Ago
merge from main
3 Years Ago
merge from miltunnel
3 Years Ago
Converter tool replaces HTN scientist prefabs with new versions. Relocated new MT scientist prefabs. Manifest.
3 Years Ago
New military tunnel scientist prefabs using new AI setup. Initial MT ai design setup.
3 Years Ago
AI converter tool now handles HTN spawners/npcs
3 Years Ago
Added military tunnel test scene, some initial debugging to help figure out what's going on.
3 Years Ago
merge from attack range multiplier changes
3 Years Ago
Excavator test scene
3 Years Ago
Attack range multiplier (and related attack events) test changes.
3 Years Ago
junkpile_a cover point tweaks
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