11,625 Commits over 3,622 Days - 0.13cph!
wip BaseFollowPath state and supporting functions for AIMovePointPath
AIMovePointPath debug render fix
Converter copies over path nav mode.
Debug draw waypoint lookat points when an AIMovePointPath is selected.
More useful move/path point debug drawing.
AIMovePoint now supports look-at points.
Added AIMovePointPath to handle patrol routes.
AI monument converter tool now handles patrol route conversion.
AI conversion tool now copies waypoints + waypoint data
Added HostileTargetsOnly flag + implementation to AIBrainSenses
NPC auto turrets ignore new scientists
converter tool replaces old ManualCoverPoint instances with AICoverPoint and copies direction etc over.
more outpost test scene setup.
wip AI monument data conversion tool.
Added console.erroroverlay toggle convar.
merged from experimental changes
Experimental changes to the way events are ticked, executed and results cached.
Added Chance event.
Changed event execution rates to an enum setup.
Initial support for event blocks and the AND event.
separated scientist + heavy scientist designs
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.
base mounted state to handle disabling navigation.
autoturrets now auto reload after adding weapon/ammo
IsMounted event prefab, manifest update
Added IAIMounted interface, implemented for scientists.
Added IsMounted event.
Added scientist dismounted state.
heavy scientist/ch47 initial setup and wip
Added warning log when an oil rig waypoint isn't reachable and added failsafe behaviour.
BaseNavigator respects ai.move convar
more wip oilrig behaviour
Added built-in SetDestination rate limiting to the new base navigator.
AIInformationZone optimizations & cleanup.
Senses update now ticks regularly.
IsVisible ai event optimizations.
Scientist aiming/direction.
Moved remains of targeting and attack ticking out of HumanNPC.
Added AttackTick event.
Scientist ai design update.
Position-around refactor.
Bunch of attack tick related stuff.
AI memory now caches LOS value per entity in its memory.
Fixed chase state.
Fixed events with no output state container linked not continuing execution correctly.
Fixed IsVisible event using the targets attack interface instead of the owners.
Brain senses can now handle the LOS checks.
UI serialization improvements.
More scientist AI design wip.
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.