6,013 Commits over 2,284 Days - 0.11cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update scene with navmesh obstacle prefab.
s2p.
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix a gap in the fence obstacles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added fence navmesh obstacle prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-enable spawners on my branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disable above ground spawners for now.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Enable force collect terrain for navmesh.
Scene.
s2p.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ai_aboveground
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Initial above ground setup
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Expanded AI_MiddleMiddle AIZ to include new corridor area.
Added move & cover point data.
Updated AI prefab.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated AI prefab to point spawners to new NVG variant scientists
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added ScientistNPC_Roam_NVG_Variant variant prefab. 
Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal  to actualy work as an offset (defaults to false to preserve old behaviour)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Set new NMS specific door prefab instances to not be security doors so they don't break the navmesh. (not needed as security doors).
s2p.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled read/write on new radio tower & worklight meshes to fix navmesh gen error spam.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added Scientist.NVGM loadout.
Set spawners to equip it.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from main/scientist_nvgm
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Icon fixes, text fixes, added double horse icon for purchase. 
Phrases.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Weapon racks can now opt to use colliders instead of grid pos to determine hovered weapon.
Freestanding vertical rack now uses this method for more accuracy.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                client/server compile fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make a couple of functions not static so that their RPCs get generated correctly