4,348 Commits over 1,919 Days - 0.09cph!
Max water depth roam improvements.
Topology preferences, base BasePathFinder.GetBestRoamPosition implementation samples topology.
AI Memory/senses respect ConVar.AI.ignoreplayers.
Flee/move/roam states set movement seped percentages.
moved speed/accel/turnspeed to BaseNavigator.
stats.
IAISenses
Sesnes now keep lists of threats and targets.
TargetDetected event.
ThreatDetected event.
wip moving sense type to brain.
wip target/threat flags.
merge from main, merge fix
bit of refactoring, senses improvements.
senses only get updated if an active state event needs them, capped to an interval.
senses memory stores a separate list of player-only entities.
player detected event now takes a % of max range as parameter, not a distance.
AIBrainSenses.
Added senses to brain.
Pass senses to events.
hunger & tiredness
protobuf
Added IAISleep and implemented.
Added BaseSleepState.
Added IAIEnergyBelow and implementation.
Added EnergyBelow event stuff.
refresh cache reference when updating a custom design
Support for design save/load scope & priority. EntityInstance, ServerWide, Default.
Protobuf.
BaseCombatEntity now stores last person you attacked.
More events work.
description/name + layout tweak
protobuf
Attacked event no longer gets triggered by own entity
Store owner entity in memory slot 5.
Attacked event now uses input memory slot instead of assuming self.
regen protobuf after merge
Store own entity in entity memory slot 4 for use with events
Added HealthBelow event.
Allow multiple instances of an event type per state container.
Protobuf.
Event result inversion.
Fixed some event results.
Serialize event inversion.
state containers now have an input memory slot.
states now get parameters from the memory slots.
protobuf/serialization
input/output serialization
proto
removed previously hardcoded entity memory indexes
input/output memory slots
protobuf
prefabs
ui prefab/prefab variants.
added invert toggle to event UI.