4,352 Commits over 1,919 Days - 0.09cph!
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
Added airfield AI prefab to airfield monument scene. S2P on airfield.
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
Trainyard AI prefab update
Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward.
Switched trainyard spawners to use them.
First pass animal attack dmg/rate tweaks
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Reapplied Cargoship VAIZ setting.
movepoint updates to prefab
Reduced "fast" speed of Stag
fix for GetBestMovePointNear fallback nearest dist calc
added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
Setup spawners so they work with puzzle reset
wip better virtual AIZ support, triggers can wake multiple sleeping AIZs.
first pass AI setup (as prefab).
Chase and combat state improvements.
Default usecalculatepath to true
updated human AI designs with extra combat->cover transition
merge from animaltweaks. Distance changes.
client compile fix for new Reloading ai event.
BaseNavigator can now use SetDestination or CalculatePath. Added ai.usecalculatepath to toggle (defaults to false for now)
Added ai.pathfindingIterationsPerFrame.
added Reloading AI event.
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