4,348 Commits over 1,919 Days - 0.09cph!
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
merge from animal fur branch, taking the prefab changes from that branch.
merge from cargoship work
Added a new CombatStationary state.
Generic stationary scientist turret setup, prefabs, behaviour, files.
Cargo AI converter and test scene updates.
Workaround for issue caused by a hack in BaseProjectile
More debugging to track down an aiming issue
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.