12,166 Commits over 3,712 Days - 0.14cph!
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
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.