4,352 Commits over 1,919 Days - 0.09cph!
Can now ctrl-click a state to duplicate it in the AI designer.
Added AI state name DDraw debug option to rust editor tools.
Sort event and state lists alphabetically.
Can now clear the output of an event in the AI designer.
NRE fix for animal AttackState.GetAimDirection
AI designer now uses a 2 column popup for selections, so that everything is visible.
Correct prefab, underwater dweller.
Increase tunnel dweller listen range so they react to nearby rooms
Added BaseAIBrain.OnStateChanged().
ScientistBrain now sets correct relaxed flags based on state.
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Disable saving on tunnel/underwater dweller prefabs.
EquipWeapon null check.
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Null check when removing brain
Set moonpool_1200x1500_1way collision to World layer
Set dweller spawngroups to trigger layer.
AIZ fixes for dynamic ai points getting removed.
Can now hold shift or ctrl when clicking an AI event to move it up or down.
slightly bumped spawn chance
Increased MaxRoamDistanceFromHome of UnderwaterDweller
Dwelling AI data pass.
Added some null checks to AIZ.
Initial basic spawn limiting
pointed dwellings to new npc prefab
Added underwater dweller prefab.
Manifest
enable read/write on 3 collision meshes to fix navmesh errrors.
finished 1st pass of all AI data cleanup/fixing after dressing.
bunch of dweller data changes
Added option for DDraw debug of data points
fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Added InRangeOfHome event
remove fish idle debug visuals
Display an editor warning message when an AI path contains duplicate sequential nodes.
Shark prefab/id fix after moving it
Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
Apply spawning shelved changeset