branchrust_reboot/main/ai_test_changes/events/em_testcancel
414 Commits over 365 Days - 0.05cph!
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
BaseNavigator.SetDestination respects nav_disable
Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
More accurate vision distance. Reduced boar and stag vision ranges.
Increase tunnel dweller vision range
change swimming default to true
BaseNavigator returns false (and states return an error) if the target position is not within attack range
Animal attack calc/range tweaks
Merge from safezoneaggro fix
merge from corpseattackbug
Assigned missing hit areas
Handle null bones and display warning
StationaryCombat state now uses the newer entity targeting to match Combat state.
Fixed military tunnel respawn times
Added wakesleepingai console command.
Fixed cargoship AI respawning when it shouldn't.
Increased bandit guard sense/forget ranges
Added forward direction debug line to cover point gizmo rendering.
Fixed bandit town static guard default spawns being through floors or floating .
Added default layer to BaseNavigator, enforce it when snapping to navmeshes. Setup default layers on NPC prefabs.
Applied some debug log changes/spam removal shelved changes.
Applied animal AI design shelved changes and state scroll speed.
Fix for AIInformationGrid having incorrect location when an AIZ has a position offset
subtract
61638 so manifest will build
Animal attack/chase state improvements
Potential fix for server NRE spam
animal flee state + design improvements
merge from facingnavmodes
Added a Fade toggle button to AI designer