4,307 Commits over 1,919 Days - 0.09cph!
Fix some BaseNavigator script changes getting lost between client/server switch
BaseNavigator can toggle braking. Follow path state disables braking.
added ai.designing convar toggle
refactored scientist AttackTick.
Bunch of scientist state and behaviour improvements.
Base/NPC navigator improvements.
Oilrig AI design update.
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
Brain sense query optimization when exclusively looking for players
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
Coverpoint stuff now uses the ai grid too.
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
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Refactored move point list lookup
Roaming point calculation can now use the AI grid. Fixed some range parameters.
AIInformationGrid.GetMovePointsInRange implementation.
AIInformationZone can now use the ai grid for optimizations.
AI can now use the grid if available for a monument.
Added ai.usegrid convar to toggle use of the new grid system at runtime.
clear any invokes first in SetUsedBy
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
Probable fix for if BaseFollowPathState starts running before nav data
Monument AI conversion tool now replaces old bandit guard prefabs with the new one.
Manifest.
new bandit guard prefab, setup, starting point AI design/config.
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
AIInformationZone.GetCellsInRange implementation and visualisation/tester
AIInformationGrid.GetCell implementation.
Added AIInformationGridTester.
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward).
wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
Fixed TargetLost event invert result
Added TargetLost ai event.
Updated peacekeeper AI design to return to their patrolling after combat.
initial outpost peacekeeper AI design
BaseFollowPathState pathing optimisation.
Pressing tab in the F1 screen will now switch back and forth between the last 2 used tabs, eg console + items. (unless you're typing in the console)
Converter tool now converts stationary spawn points with look at points to single point AIMovePointPath with look at points, so they can all be handled as paths instead of two separate approaches.