branchrust_reboot/main/non_trigger_wake_AIcancel

13 Commits over 0 Days - ∞cph!

6 Days Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
7 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
7 Days Ago
replacing train tunnel prefabs TriggerWakeAIZ
7 Days Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
7 Days Ago
also copy sleep delay and zones in tool
7 Days Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
7 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
7 Days Ago
corrected radius
7 Days Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
7 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
7 Days Ago
corrected inverted sphere gizmo
7 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
7 Days Ago
initial non-trigger AI WakeZone