4,313 Commits over 1,919 Days - 0.09cph!
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
manual merge from ai main
Added brain senses option to ignore crouching, out-of-FOV entities
Animal roam speed reduced.
Animal AI design updated.
Animal flee state changes.
Increased target-lost range of animals.
setup AIZ sleeping on most AI monuments
merge from sleepwakemerge
Add ai.sleepwakestates console command.
Removed some debug log.
Auto sleep AIZ on startup
Added ai.sleepwake toggle convar. Codegen.
Instantly sleep an entity that gets registered as a sleepable in a currently sleeping AIZ.
TriggerWakeAIZ implementation. Calls sleep interface on all AI entities in the AIInformationZone X seconds after there are no players around, and calls wake on them again when players return.
Added pause/resume support for A* navigation
manual merge from my sleep/wake stuff
compound ai hdrpb setup.
added hdrpb compound test scene.
only sense friendlies if groupable. cache senses.
added ai.groups convar toggle. codegen.
Groups can now handle members leaving and reform if leader gets removed.
Increased Bandit_Guard sense range.
Redesigned bandit guard AI to be stationary.
Bandit town setup.
Added hdprb test scene for bandit town.
added a random chance for FaceNewDirection to animal idle state
excavator setup, hdrpb test scene.
oilrigs setup, s2p.
added hdrpb oilrig test scene.