4,315 Commits over 1,919 Days - 0.09cph!
Finished first pass of AI setup.
Prefabs, scenes, s2p.
More ai data.
Movepoint + coverpoint editor convenience tools.
Added +/- 180 degree buttons to coverpoint inspector
Individual, per-floor virtual AIZ setup.
L2-3 custom navmesh data, spawns, patrol, move & cover points.
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
L1 custom navmesh data, patrol route, move point, spawns.
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)
Level 0 move & cover point setup
Made AI data a prefab.
Added AI data to launchsite prefab, s2p launch site.
Door settings.
merge from custom nav mesh
Monument additional custom navmesh data test
Added ai.killanimals server command
Added ai.AddIgnorePlayer and ai.RemoveIgnorePlayer server commands.
AI now checks the ignore list when adding players to memory.
initial navmesh/monument navmesh setup.
Junkpile NPC spawn chance fix.
Also merged npc_junkpile_a_spawn_chance and npc_junkpile_g_spawn_chance convars into new npc_junkpilespawn_chance convar.
Codegen.
Restored junkpile NPC prefab nuked in merge
70471
more bug fixes. re-enabled spawning of junkpile_j
reapplied junkpile fixes, re-applied my changes to junkpile_j after merge.
subtract
70384 junkpile fixes
merge from setdestination spam fix
merge from junkpile ai fixes
Added missing wait timers at waypoints for junkpile A.
Added negative base offset to junkpile NPC to more closely match the world terrain navmesh.
Fixed NPC respawns at junkpiles.
Fixed NPCs sometimes not correctly patrolling at junkpiles.
SetDestination error spam fix. Needs more testing to make sure nothing unintended happens because it is used by every AI in the game.
Fixed junkpiles not spawning scientists since Apex removal.
placeholder untamed state setup/files
Extra client verification for interactions & UI display.
Added energy/fed display to bar to pet bar.
Updated pet vital.
Send pet vitals to owner not just disk.