4,315 Commits over 1,919 Days - 0.09cph!
Catch some issues with non grounded destinations
fixes for random Unity weirdness.
separate stopping distance for owner.
more tests.
distance based update rate
set query filter when switching.
only switch navmeshes if the distance saved is worth it
experiment applying agent type changes across navmesh types
Updated oilrig heavy scientist design to include previous improvements made to other scientist designs.
Disable now unneeded "tame" menu-wheel option
Populate skinned mesh renderers, tamed/untamed mesh lists.
Switch to using correct tamed/untamed meshses with ownership status.
Retarget all harness LODs
Fix visual harness glitch caused by accidentally reloading it constantly
Auto tame when placing a harness in inventory
Reworked harness equipping.
Harnesses visually add/remove with item.
Added current harness to protobuf.
Serialization.
Harness item def update.
Use harness items not prefabs.
Reworked dog breed handling/setup.
Harness equipping and retargeting tests.
Initial work for supporting dog breeds and runtime mesh switching.
Protobuf update.
harness retargetting test
added ai.ClearIgnoredPlayers and ai.PrintIgnoredPlayers
Disable harness requirement for taming during dev
telelport for unreasonable path distance vs distance
Cache door navmesh obstacle and toggle it with door open status
monument navmesh gen tool test
Updated untamed AI design.
Fixed dogs not having a flee state.
Added an error log for when a brain tries to change to a state that's not in the state dictionary.