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5,256 Commits over 2,070 Days - 0.11cph!

4 Years Ago
nav tweak tests
4 Years Ago
merge from main
4 Years Ago
merge from ai main
4 Years Ago
airfield scene/prefab update
4 Years Ago
Boar tweak
4 Years Ago
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
4 Years Ago
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
4 Years Ago
Added airfield AI prefab to airfield monument scene. S2P on airfield.
4 Years Ago
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
4 Years Ago
merge from save214_test
4 Years Ago
4 Years Ago
merge from main
4 Years Ago
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
4 Years Ago
train yard sleep/wake
4 Years Ago
merge from trainyard
4 Years Ago
puzzle reset spawners
4 Years Ago
final patrol route
4 Years Ago
patrol routes, spawners
4 Years Ago
Trainyard AI prefab update
4 Years Ago
Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward. Switched trainyard spawners to use them.
4 Years Ago
First pass animal attack dmg/rate tweaks
4 Years Ago
merge from ai main
4 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.
4 Years Ago
Reapplied Cargoship VAIZ setting.
4 Years Ago
movepoint updates to prefab
4 Years Ago
merge from ai main
4 Years Ago
APC doesn't target AI
4 Years Ago
merge from main
4 Years Ago
Reduced "fast" speed of Stag
4 Years Ago
fix for GetBestMovePointNear fallback nearest dist calc
4 Years Ago
updated ai prefab
4 Years Ago
added basic tower patrol path
4 Years Ago
wip trainyard AI setup (as prefab). Trainyard test scene.
4 Years Ago
merge from main
4 Years Ago
merge from airfield
4 Years Ago
Setup spawners so they work with puzzle reset
4 Years Ago
Airfield test scene
4 Years Ago
merge from vaiz
4 Years Ago
4 Years Ago
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
4 Years Ago
first pass AI setup (as prefab).
4 Years Ago
merge from humantweaks
4 Years Ago
Chase and combat state improvements.
4 Years Ago
Default usecalculatepath to true
4 Years Ago
updated human AI designs with extra combat->cover transition
4 Years Ago
merge from ai main
4 Years Ago
merge from animaltweaks. Distance changes.
4 Years Ago
merge from main
4 Years Ago
client compile fix for new Reloading ai event.
4 Years Ago
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now) Added ai.pathfindingIterationsPerFrame.