4,348 Commits over 1,919 Days - 0.09cph!
Reduced boar run speed, animals give up chase based on distance too.
merge from animal aggro changes, improved cooldown state design and increased range at which attacked animals flee instead of charging.
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
BaseNavigator.SetDestination respects nav_disable
Added aggression timer event, cooldown state, animal design update to include cooldown state and chase less.
Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
More accurate vision distance. Reduced boar and stag vision ranges.
Increase tunnel dweller vision range
change swimming default to true
BaseNavigator returns false (and states return an error) if the target position is not within attack range
Human GetBestTarget improvements and human AI design updates.
initial swimming implementation
Animal attack calc/range tweaks
Merge from safezoneaggro fix
merge from corpseattackbug
Fix for animals attacking corpses (needs more testing)
safezone aggro changes (needs more testing)
Assigned missing hit areas
Handle null bones and display warning
StationaryCombat state now uses the newer entity targeting to match Combat state.