branchrust_reboot/main/ai_test_changes/events/em_testcancel
414 Commits over 365 Days - 0.05cph!
ChaseState look distance tweak
Target lock-on tweaks.
Re-lock on faster when target returns to LOS from the same direction.
some initial design changes to stay in combat state longer
replaced a bunch of identical AI designs with the new standard version.
Initial custom nav support
Fix for AIZs with a single move point
Enabled BaseMoveTowardsState access for humans.
airfield scene/prefab update
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
Added airfield AI prefab to airfield monument scene. S2P on airfield.
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
First pass animal attack dmg/rate tweaks
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.
Reapplied Cargoship VAIZ setting.
Reduced "fast" speed of Stag
fix for GetBestMovePointNear fallback nearest dist calc
Default usecalculatepath to true
merge from animaltweaks. Distance changes.
client compile fix for new Reloading ai event.
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now)
Added ai.pathfindingIterationsPerFrame.
added Reloading AI event.
Chase state faces target if LOS
TakeCover state runs face target logic even if in error state.
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.