4,352 Commits over 1,919 Days - 0.09cph!
▉▍▋ ▉▅▅▋/▌▅▇▌▅/▉▇▋▍▌▍▋▊▌▋ ▅▋▍▆▊▅ ▉▆█▄▋▄▉▍▌▉▅
Initial custom nav support
merge from submarine ai (no spawns)
DungeonNavMesh now works with multiple instances
wip auto creating wake triggers
AIZ creation/merging fixes, add some padding to AIZ.
Correctly include the root piece when merging
wip creating individual encapsulating AIZs for each water base by merging the child AIZs of each one.
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
Fix for AIZs with a single move point
ai data for moonpool pieces
ai data for LShaped pieces
Added AIInformationZone.Mege
AIInformationZone bounds encapsulation tests
AI data for remaining modules.
Added AI data to first half of module segments
merge from submarine main
Enabled BaseMoveTowardsState access for humans.
Uncommitted waterplant ai wip
Set read/write access on meshes needed for navmesh generation.
Navmesh gen tests.
wip water treatment plant ai
Removed old heavyscientist and humannpc prefabs.
Removed old unused HumanBrain and related states.
Remove old unused HumanNPC.
Fallback to SetDestinaion if CalculatePath fails
airfield scene/prefab update