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4,348 Commits over 1,919 Days - 0.09cph!

4 Years Ago
merge from main
4 Years Ago
refactored scientist AttackTick. Bunch of scientist state and behaviour improvements. Base/NPC navigator improvements. Oilrig AI design update.
4 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.
4 Years Ago
merge from main
4 Years Ago
merge from main
4 Years Ago
Brain sense query optimization when exclusively looking for players
4 Years Ago
Bunch of profiling
4 Years Ago
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
4 Years Ago
Coverpoint stuff now uses the ai grid too.
4 Years Ago
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
4 Years Ago
Merge from griduse
4 Years Ago
▊▌██▄ ▌▍█▌▅▊▇ ▍▍▅▊▅▆▉ █▆▍ ▍█▄ ▄▊▅▊ ▄▅▍▍▋ ▌▇▄▄ ▋▊ ▉▅▄ █▇▍▆ ▍▊▍▆▄▅, ▉▋ ▊▍▍█ ▄▆ ▋▌ ▌▍▋█▅▄ ▋▉▄█▌. ▌▅▍▉▅ ▄▋ ▊█▋ ▌▅▋▇▄▆█ ▄▊▋█▋▇▅, █▉▉▅ ▍▌▇▅/▉▆▋▉▊ ▇▌▇▆▉▇▄ + ▍▌▄▅▅▌▇▉█▋█▄ ▌▋▄▉▉▊▋▉, █▋▊█▊ █▉▄▅▇█▌, █▆▆▊▉▇▄▄▉▋.
4 Years Ago
Refactored move point list lookup
4 Years Ago
Roaming point calculation can now use the AI grid. Fixed some range parameters.
4 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.
4 Years Ago
merge from main
4 Years Ago
merge from aipoint
4 Years Ago
Profile GetBestRoamPoint
4 Years Ago
clear any invokes first in SetUsedBy
4 Years Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
4 Years Ago
Probable fix for if BaseFollowPathState starts running before nav data
4 Years Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
4 Years Ago
new bandit guard prefab, setup, starting point AI design/config.
4 Years Ago
Bandit town test scene
4 Years Ago
rename scene
4 Years Ago
merge from outpost
4 Years Ago
merge from main
4 Years Ago
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
4 Years Ago
AIInformationZone.GetCellsInRange implementation and visualisation/tester
4 Years Ago
AIInformationGrid.GetCell implementation. Added AIInformationGridTester.
4 Years Ago
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward). wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
4 Years Ago
Fixed TargetLost event invert result
4 Years Ago
Added TargetLost ai event. Updated peacekeeper AI design to return to their patrolling after combat.
4 Years Ago
initial outpost peacekeeper AI design
4 Years Ago
merge from main
4 Years Ago
BaseFollowPathState pathing optimisation.
4 Years Ago
AI data stats tool
4 Years Ago
4 Years Ago
merge from main
4 Years Ago
Pressing tab in the F1 screen will now switch back and forth between the last 2 used tabs, eg console + items. (unless you're typing in the console)
4 Years Ago
Converter tool now converts stationary spawn points with look at points to single point AIMovePointPath with look at points, so they can all be handled as paths instead of two separate approaches.
4 Years Ago
Fixed a client UI define
4 Years Ago
AI data conversion tool now swaps old peacekeeper spawn prefabs for new ones
4 Years Ago
New preacekeeper replacement prefab, setup and linked blank AI design. Manifest.
4 Years Ago
merge from main
4 Years Ago
server compile fix
4 Years Ago
Auto lock keylocks on deploy
4 Years Ago
Added a suicide option to the escape menu. Only appears when connected to a server.
4 Years Ago
Monument AI conversion tool now converts scientist spawners, sets any waypoint path links. BaseFollowPath state now triggers the error event when there's no path. NPCSpawner now sets any path data. Added ScientistNPCSpawner, extends NPCSpawner.
4 Years Ago
Added AIInformationZone.GetNearestPath to find the AIMovePointPath with the nearest waypoint to the specified position. BaseFollowPathState will now automatically start following the nearest path if a specific one isn't specified.