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5,261 Commits over 2,070 Days - 0.11cph!

4 Years Ago
merge from main
4 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.
4 Years Ago
realm removed some scripts on animal prefabs
4 Years Ago
same for NPCPlayerNavigator
4 Years Ago
Fix some BaseNavigator script changes getting lost between client/server switch
4 Years Ago
merge from compile fixes
4 Years Ago
4 Years Ago
continued
4 Years Ago
compile fixes
4 Years Ago
BaseNavigator can toggle braking. Follow path state disables braking.
4 Years Ago
Design permission check
4 Years Ago
added ai.designing convar toggle
4 Years Ago
merge from main
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
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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