userAdam Woolridgecancel
reporust_rebootcancel

3,819 Commits over 1,705 Days - 0.09cph!

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
3 Years Ago
continued
3 Years Ago
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
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
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
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
3 Years Ago
Merge from griduse
3 Years Ago
▊▌██▄ ▌▍█▌▅▊▇ ▍▍▅▊▅▆▉ █▆▍ ▍█▄ ▄▊▅▊ ▄▅▍▍▋ ▌▇▄▄ ▋▊ ▉▅▄ █▇▍▆ ▍▊▍▆▄▅, ▉▋ ▊▍▍█ ▄▆ ▋▌ ▌▍▋█▅▄ ▋▉▄█▌. ▌▅▍▉▅ ▄▋ ▊█▋ ▌▅▋▇▄▆█ ▄▊▋█▋▇▅, █▉▉▅ ▍▌▇▅/▉▆▋▉▊ ▇▌▇▆▉▇▄ + ▍▌▄▅▅▌▇▉█▋█▄ ▌▋▄▉▉▊▋▉, █▋▊█▊ █▉▄▅▇█▌, █▆▆▊▉▇▄▄▉▋.
3 Years Ago
Refactored move point list lookup
3 Years Ago
Roaming point calculation can now use the AI grid. Fixed some range parameters.
3 Years Ago
AIInformationGrid.GetMovePointsInRange implementation. AIInformationZone can now use the ai grid for optimizations. AI can now use the grid if available for a monument. Added ai.usegrid convar to toggle use of the new grid system at runtime.
3 Years Ago
merge from main
3 Years Ago
merge from aipoint
3 Years Ago
Profile GetBestRoamPoint
3 Years Ago
clear any invokes first in SetUsedBy
3 Years Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
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
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
3 Years Ago
AIInformationZone.GetCellsInRange implementation and visualisation/tester