branchrust_reboot/main/pets/navswitchcancel
52 Commits over 61 Days - 0.04cph!
Added harness item mod.
Harness is now required to tame.
placeholder harness item, manifest.
Added inital pet inventory/container
merge from brainrefactor merge
Added a tool to add and setup MonumentNavMesh script and settings in a monument scene, then save the scene and run SceneToPrefab on it.
Reset any Navigator update delay when brain changes state
Can now set an update delay for the next BaseNavigator update.
Added some delays to PetNavigator for situations where faster updates aren't needed.
codegen after merge.
made pet UI a prefab to make future merges easier.
merge from main and fixes
Cast navigation transition positions to navmesh where appropriate.
Handle teleport and nav from base/construction to navmesh.
more merge fixes and codegen
merge from main and merge fixes
source/target nav type checks, added debug spam
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Removed some unused code, prep for detecting target location type
Added new pet specific idle state. Back away in idle state too.
Refactor the back away code so that it can be used in multiple states
Only allow teleport or back off if target is owner.
Added max control distance, load default AI state when out of it.
Set pet command max distances
basic backup/move out way functionality
Fix pet bar size after merge from main
teleport + pathing improvements.
switched other states to use path nav.
cached path following fixes and tweaks
wip NavMeshPath nav mode setup, rotation fixes, update path less frequently at longer distances.
always test both navmesh layers and prefer the one with the shortest path
improvements/fixes for manual path following & switching
manual path following test