4,313 Commits over 1,919 Days - 0.09cph!
Mil tunnels setup, s2p.
Added hdrpb mil tunnels test scene.
Apply a circular target position offset when roaming and grouped.
Fix for joining a group of a member, not a leader.
Animal idle state now sets random facing direction.
Set stag and wolf max group sizes.
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
group roam position reserved memory slot, OnPositionMemorySet ai event, more group roam state wip, ui prefabs.
BaseNavigator can now reduce max speed if a health threshold is specified.
Animal max speeds capped when < 10% health.
animals only sleep when there has been no recent threat
chance and healthbelow AI events now tick at fast instead of very fast.
added TimeSinceThreat ai event/ui/prefabs.
Senses now track last threat timestamp.
Updated animal AI design, detect targets/threats at lower range when sleeping.
Replaced original prefabs with my placeholder ones.
added ai.allowdesigning convar
prefab updates, vision cone enabled for animals.
Animal IAIAttack.CanSeeTarget implementation.
Animal AI design file update.
more prefabs, animal AI tweaks, manifest.
StagAd placeholder prefab with the new AI setup on
BaseNavigator now correctly sets turn & max speed at init
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Implemented direction override support for NPCNavigator.
Animals in attack state now always face the player not just when performing an attack.
Added WolfAd placeholder prefab