4,348 Commits over 1,919 Days - 0.09cph!
Fixed military tunnel respawn times
Added wakesleepingai console command.
Fixed cargoship AI respawning when it shouldn't.
Increased bandit guard sense/forget ranges
Added forward direction debug line to cover point gizmo rendering.
Fixed bandit town static guard default spawns being through floors or floating .
Added default layer to BaseNavigator, enforce it when snapping to navmeshes. Setup default layers on NPC prefabs.
Applied some debug log changes/spam removal shelved changes.
Applied animal AI design shelved changes and state scroll speed.
Fix for AIInformationGrid having incorrect location when an AIZ has a position offset
merge from hdprb ai merge branch
subtract
61638 so manifest will build
Animal attack/chase state improvements
Potential fix for server NRE spam
animal flee state + design improvements
merge from facingnavmodes
Added a facing direction override mode and added entity target support to BaseNavigator.
Added a Fade toggle button to AI designer
merge from AI hdrpb merge
reapplied monument changes
merge from hdrp_art_backport
Execute/delta fix on attack event
copy AI design files in the build process.
setup/testing out sleep/wake on train tunnels AI
added ai.spliceupdates convar to toggle splitting animal and human update queues on alternate frames
Error log if AI design not found
More profiling & profiling fixes
Profiling and compile fixes