branchrust_reboot/main/ai_test_changes/events/em_testcancel
414 Commits over 365 Days - 0.05cph!
TakeCover state triggers StateError event if no valid cover point found
merge from noise branch and some improvements
oilrig/junkpile design updates
Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
Applying shelved junkpile AI design changes
Reworked ScientistJunkpileSpawner to use new AI setup.
Initial junkpile scientist AI design
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
junkpile prefab setting tweaks
Initial junkpile scientist prefab, brain setup, empty design.
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
Fix some BaseNavigator script changes getting lost between client/server switch
BaseNavigator can toggle braking. Follow path state disables braking.
added ai.designing convar toggle
refactored scientist AttackTick.
Bunch of scientist state and behaviour improvements.
Base/NPC navigator improvements.
Oilrig AI design update.
Brain sense query optimization when exclusively looking for players
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
Coverpoint stuff now uses the ai grid too.
Probable fix for if BaseFollowPathState starts running before nav data
Monument AI conversion tool now replaces old bandit guard prefabs with the new one.
Manifest.
new bandit guard prefab, setup, starting point AI design/config.
merged from experimental changes
Initial support for event blocks and the AND event.
separated scientist + heavy scientist designs
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.