11,445 Commits over 3,561 Days - 0.13cph!
Added RenderBounds bool to AIInformationZone, only draw red bounds box when the AIZ is the selected object, unless this is set to true.
Default to false so we don't draw AIZ bounds everywhere in monument scenes any more.
Yesterday's arena level design
Reload player belt weapons as part of reset.
merge from reloadweapons_command
Added reloadweapons command. Reloads all weapons in belt to max ammo.
Can assign a default loadout to give the player when starting test arena.
Give it again when pressing reset.
Indoor area move/cover points
Walled off outdoor area.
Added an interior office kind of area.
Disable animal spawns in arena
Added option to not build world navmesh to gamesetup/bootstrap. Don't build it for test arena to decrease start time.
Added UI buttons for spawning each type of Scientists, picks a random spawn point each click.
Added "Kill Scientists" button to kill all spawned AI.
Reset button now kills all AI too.
Added some initial move/cover points to get things working
Delete a bunch of scene stuff to speed up play/start time
Initial basic setup. Scene. Added script for UI controls. Added simple geometry and set it up as a monument/navmesh so it automatically gets navmesh built. Default ai.move to true for arena. Auto teleport player to test arena spawn location when starting the scene. Added a Reset button to UI that for now just puts the player back at the spawn point.
Added NVG specific AI design.
NVG scientists now use home-point anchored roaming.
Reduced how often NVG scientists roam.
NVG scientists can now use healing items.
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
Tweaked navmesh obstacle along fence and moved an AI move point.
s2p.
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated.
s2p.
Scientist only move to one random spot when blinded.
Increased the duration variance.
Move start gesture to the blinded state StateEnter.
Slightly vary blinded duration.
Changed flash blinded gesture to loop.
Clear gesture when leaving blinded state.
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh.
s2p.
Fixed and old spawner and the new spawners linking to the wrong AIZ
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
Reduce flashbang duration vs AI (4->3 seconds)
Removed debug log.
Reduce movement speed in blinded state to NavigationSpeed.Slowest
guards/peacekeepers can't be blinded
Updated remaining relevant scientist AI designs with blinded state container
Movement tweaks.
Simplify implementation.
AI design.
Implemented blind state so that scientists run in random directions in a small space while blinded.
Added IsBlinded AI event. Implementation and UI prefab.s
BaseBlindedState, scientist BlindedState.
Added AIState.Blinded type.
Added AIDesign.GetFirstStateContainerOfType function.
Brains can toggle if they can be blinded or not.
Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
Set duration/range.
Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently.
Test debug log.
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
merge from ai_aboveground
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Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
cherry pick
81315, animation code
override outdoor AI stats
first pass outdoor/buildings cover data
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
merge from ai_aboveground