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LuaCsForBarotraumaEP
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dc7956274c7dea19c567575558f5f21b5b30cfe5
LuaCsForBarotraumaEP
/
Subsurface
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Source
/
Characters
/
AI
History
Regalis
dc7956274c
- camera follows the closest sub
...
- WIP "respawn shuttle" - submarine size affects its mass - electricity fixes
2016-06-18 14:46:40 +03:00
..
Objectives
Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
2016-06-09 18:34:43 +03:00
AIController.cs
Human AI with pathfinding and room hazard avoidance
2015-11-23 01:22:38 +02:00
AITarget.cs
- fixed AICharacters being updated even if they're disabled
2016-03-13 19:24:30 +02:00
CrewCommander.cs
Some cleanup using ReSharper (mostly removing redundancies)
2016-03-12 15:32:34 +02:00
EnemyAIController.cs
- fractal guardians have higher impact tolerance to stop them from killing themselves by slamming at the walls
2016-05-26 18:04:25 +03:00
HumanAIController.cs
Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
2016-06-09 18:34:43 +03:00
IndoorsSteeringManager.cs
- camera follows the closest sub
2016-06-18 14:46:40 +03:00
ISteerable.cs
IndoorsSteering works outside now
2016-01-06 22:50:55 +02:00
Order.cs
Using ToLowerInvariant instead of ToLower (the game works for Turkish players now!)
2016-04-27 17:14:09 +03:00
PathFinder.cs
Impulses aren't applied to disabled item bodies when the submarine hits something, velocities of item bodies are reset when the item is dropped, pathfinding errors don't open the debug console
2016-06-01 20:56:07 +03:00
SteeringManager.cs
Tweaked enemy AI idle behaviour (lighter avoid steering to make the enemies less likely to "bounce" from wall to wall in tight spaces), fix for wander steering breaking if the velocity of the character is Vector2.Zero, different tooltips for suicide button in SP and MP
2016-05-08 17:15:02 +03:00
SteeringPath.cs
AI combat, misc AI improvements, characters can't get stuck inside doors
2015-12-03 18:34:35 +02:00