* Initial bot commit
* Added server commands and cvars for adding AI players to the game.
* Added auto modes for automating the adding and removal of bots
* Bots connect to the server and join teams correctly
* Added round restart and new map detection for AI system
Push before new project added for detour
* Initial bot integration
* Integrated all basic bot code for navigation and task performing
* Added support for multi_managers to better understand how buttons and triggers affect doors
* Improved bot understanding of door triggers and weldables
* Reworked nav profiles
Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder
* Improved bot door usage
* Added weldable obstacles back into navigation
Bots now understand how to get around weldable barriers
* Replaced fixed arrays with vectors
* Resource node and hive lists are now vectors.
* Further improved bot weld behaviour
* Added dynamic reachability calculations
When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses.
* Added team-based reachability calculations
Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point.
* Implemented long-range off-mesh connections and dynamic off-mesh connections
* Implemented fully dynamic off-mesh connections
Phase gates now use connections rather than custom path finding. Much more performant.
* Replaced arrays with vectors for simpler code
* Started Bot Swimming
* Bots understand trigger_changetarget
Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work
* Push before trying to fix long-range connections
* Implement new off-mesh connection system
* Redid population of door triggers
* Fixed trigger types and links to doors
* Added lift and moving platform support
* Lift improvements
* Bots avoid getting crushed under a lift when summoning it
* Bots are better at judging which stop a platform needs to be at
* Tweak lift and welder usage
* Fixed bug with multiple off-mesh connections close together
* Finish lift movement
* Fixed dodgy path finding
* Improved skulk ladder usage and lerk lift usage
* Fix crash with path finding
* Re-implement commander AI
* Commander improvements
* Improve commander sieging
* Commander scanning tweak
* Reimplemented regular marine AI
* Start reimplementing alien AI
* Implement gorge building behaviours
* Start alien tactical decisioning
* Continuing alien building and other non-combat logic
* More alien role work
* Adjusted base node definitions
* Iterate Capper Logic
* Alien assault AI
* Alien Combat
* Fix grenade throwing, better combat
* Marine combat AI improvements
* Commander improvements
* Commander + nav improvements
* Drop mines
* Improved bot stuck detection
* Commander supply improvements
* Bot fill timing config
* Added nsbots.cfg to configure internal bots
* Changed bot config file to "nsbots.cfg"
* Bug fixing with navigation
* Fix skulk movement on ladders
* Improved commander placement and tactical refresh
* Fixed bug with ladder climbing
* Doors block off-mesh connections
* Finished doors blocking connections
* Marine and alien tactical bug fixes
* Add commander beacon back in
* Start combat mode stuff
* First pass at combat mode
* Bots attack turrets
* Fix ladder and wall climbing
* Commander chat request
* Improved skulk ladders
* Added nav meshes for new bot code
* Added bot configuration to listen server menu
* Added bot config file
* Added default bot config to listenserver.cfg
* Added default bot settings to server.cfg
* Include VS filter for bot files
* Crash fixes
* Bot improvements
* Bot stability and mine placement improvements
* Fixed crash on new map start with bots
* Reverted Svencoop fix
* Fixed crash, added more cvars
* Performance improvement
* Commander building improvements
* Stop bot spasming when waiting to take command
* Fixed doors not blocking connections
* Added bot disabled guard to round start
* Commander improvements, movement improvements
* Tweaked level load sequence
* Performance improvements
* Bot load spread
* Fixed commander update
* Refactor bot frame handling
* Bug fixes + Pierow's dynamic load spread
* Minor bug fixes
* Fix door detection, prep for test
* Fixed commander siege spam
* linux compile test
* fix hardcoded inlcudes
* O1 compile flag for detour
- fix linux server crash
* Revert detour compile flags to original for windows
* linux build update
* remove x64 build configs
* update bot nav meshes and configs
* fix bot physics at high server fps, update navmeshes. from @RGreenlees
---------
Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
- add new default crosshairs, enabled with cl_weaponcfgs 2
- crosshair bugfixes
- add box crosshair and sub-pixel outline control
- cl_musicdelay -1 plays a track once at start of round
- removed title track from gameplay (main menu only)
- cl_bob cvars archived
- remove HL-style tilting weapon bob in spectate
- sv_randomrfk default off
- more gamma ramp removal
- remove valve shader hash check
- archive showspeed cvar
- update debug and playtest solutions for GLEW
- add HL25 wav file for button select (button rollover sound was removed in HL25)
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp
- clear framebuffer between frames to fix visual bugs outside map
- remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader
- additional visual preset config updates
-Add new widescreen method and exploit prevention
-disable old widescreen method and exploit prevention
-force sv_rollangle 0
-add sv_widescreenclamp to limit fov expansion to 16:9
* Removed superfluous configurations
* Removed superfluous include directories and hard-coded library locations
* There are now only 3 configurations: Debug, Playtest and Release
* Debug and Playtest have the PLAYTEST and BALANCE_ENABLED preprocessor commands, while release doesn't
* Release has maximum optimisations enabled. Debug has none, and playtest has minimal
* Removed hard-coded output directories based on half-life installations, dlls are output in the solution folder (and user can customise as they see fit)
* All projects for all configurations compile without warnings or errors
- Shotgun rework. Previously inconsistent shooting during reloads and desynced animations with server.
-- Shotgun reload can now be interrupted with a pump animation
-- Changed pellets 10 -> 17 and damage 17-> 10 to reduce inconsistency
- Networked ammo
- Client and server dll consistency checks added
- Backwards compatibility check for v3.2 servers to prevent prediction errors (popular demand)
- Players can change lifeform and use popupmenu in pregame warmup
- Fixed guns getting stuck in the air
- Reverted max speed to not be client cvar adjustable, fixing walk speed issues
- Added cl_mutemenu for players accidentally clicking on the scoreboard and going into squelch mode
- Removed default_fov as it did nothing but change sensitivty
- Fixed commander view scrolling keybinds
- cl_showspeed now works in readyroom and spectate
* handle particles project VC++ compilation errors with MVCS and project property changes
- retarget to v142 platformtoolset
- remove explicit windows SDK version; use latest by default
- remove settings that are otherwise default values in project or are best determined by solution
* attempt to handle clang++ issues regarding unsupported c++11 features
* reset file changes to particledefs.h
* removing PARTICLEDLL_API definition and replacing usage with extern "C" block statements
* add g++ compiler option to specify c++11 standard
* attempt to resolve forward enum errors by adding std to base cflags
* replacing deprecated libstdc++ and removing -lstdc++ flag, updating MacOSX10 sdk version
* small refactor to Makefiles, and add libstdc++ back to linux build
* remove added type to enum
* reset makefile changes that may be causing unexpected linux build failures
* refactoring std=c++11 declarations in Makefile to mitgate linux build failing
* ensure std is set for hl_cdll make
* attempt to define a standard library to resolve vector initialization_list constructor issue
* attempt to update MacOS sdk, set minimum os to be 10.7, and include export in travis ci to define deployment target