10,916 Commits over 3,347 Days - 0.14cph!
Dwelling AI data pass.
Added some null checks to AIZ.
Initial basic spawn limiting
pointed dwellings to new npc prefab
Added underwater dweller prefab.
Manifest
enable read/write on 3 collision meshes to fix navmesh errrors.
finished 1st pass of all AI data cleanup/fixing after dressing.
bunch of dweller data changes
Added option for DDraw debug of data points
fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Added InRangeOfHome event
remove fish idle debug visuals
Display an editor warning message when an AI path contains duplicate sequential nodes.
Shark prefab/id fix after moving it
Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
Apply spawning shelved changeset
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Initial custom nav support
merge from submarine ai (no spawns)
DungeonNavMesh now works with multiple instances
wip auto creating wake triggers
AIZ creation/merging fixes, add some padding to AIZ.
Correctly include the root piece when merging
wip creating individual encapsulating AIZs for each water base by merging the child AIZs of each one.
merge from submarine ai (nothing spawning, just to get the data prefab updates in)