branchrust_reboot/main/ai_test_changes/events/em_testcancel

428 Commits over 303 Days - 0.06cph!

19 Days Ago
merge from underwater
comment
21 Days Ago
Initial custom nav support
comment
25 Days Ago
Fix for AIZs with a single move point
comment
27 Days Ago
Enabled BaseMoveTowardsState access for humans.
comment
27 Days Ago
merge from main
comment
28 Days Ago
merge from main
comment
33 Days Ago
merge from main
comment
33 Days Ago
merge from navtweaks
comment
39 Days Ago
merge from main
comment
40 Days Ago
airfield scene/prefab update
comment
40 Days Ago
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
comment
40 Days Ago
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
comment
40 Days Ago
Added airfield AI prefab to airfield monument scene. S2P on airfield.
comment
40 Days Ago
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
comment
40 Days Ago
merge from save214_test
comment
40 Days Ago
merge from main
comment
41 Days Ago
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
comment
41 Days Ago
train yard sleep/wake
comment
41 Days Ago
merge from trainyard
comment
42 Days Ago
First pass animal attack dmg/rate tweaks
comment
42 Days 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.
comment
42 Days Ago
Reapplied Cargoship VAIZ setting.
comment
42 Days Ago
APC doesn't target AI
comment
42 Days Ago
merge from main
comment
45 Days Ago
Reduced "fast" speed of Stag
comment
45 Days Ago
fix for GetBestMovePointNear fallback nearest dist calc
comment
46 Days Ago
merge from main
comment
46 Days Ago
merge from airfield
comment
48 Days Ago
merge from humantweaks
comment
48 Days Ago
Default usecalculatepath to true
comment
48 Days Ago
merge from animaltweaks. Distance changes.
comment
49 Days Ago
merge from main
comment
54 Days Ago
client compile fix for new Reloading ai event.
comment
54 Days Ago
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now) Added ai.pathfindingIterationsPerFrame.
comment
55 Days Ago
added Reloading AI event.
comment
55 Days Ago
Chase state faces target if LOS
comment
56 Days Ago
TakeCover state runs face target logic even if in error state.
comment
56 Days Ago
merge from main
comment
59 Days Ago
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.
comment
59 Days Ago
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
comment
59 Days Ago
BaseNavigator.SetDestination respects nav_disable
comment
60 Days Ago
merge from main
comment
2 Months Ago
wolf model update - Fixed seams Fixed skinning issues on lods causing popping
comment
2 Months Ago
merge from main
comment
2 Months Ago
making sure the fur meshes are in LOD0 only
comment
2 Months Ago
fix for disappearing lods on stag ragdoll
comment
2 Months Ago
merge from main
comment
2 Months Ago
Reduced junk pile scientist range Fixed junk pile scientists charging the player incorrectly.
comment
2 Months Ago
More accurate vision distance. Reduced boar and stag vision ranges.
comment