4,348 Commits over 1,919 Days - 0.09cph!
navigator tick experimental changes
Update animal AI design to now use StateError and StateFinished when roaming
updated mil tunnel scientist AI design
small Chase / TakeCover state improvements & cleanup
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them.
Animal roam state now returns to home point if no suitable roam points are found from current position.
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank.
Added BaseNavigateHome state.
Chase state improvements.
Converter tool replaces HTN scientist prefabs with new versions.
Relocated new MT scientist prefabs.
Manifest.
New military tunnel scientist prefabs using new AI setup.
Initial MT ai design setup.
AI converter tool now handles HTN spawners/npcs
Added military tunnel test scene, some initial debugging to help figure out what's going on.
merge from attack range multiplier changes
Attack range multiplier (and related attack events) test changes.
junkpile_a cover point tweaks
TakeCover state triggers StateError event if no valid cover point found
merge from noise branch and some improvements
oilrig/junkpile design updates
wip listen senses and noise sources.
Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
Applying shelved junkpile AI design changes
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
Reworked ScientistJunkpileSpawner to use new AI setup.
Initial junkpile scientist AI design
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
junkpile prefab setting tweaks
Initial junkpile scientist prefab, brain setup, empty design.
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
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