171 Commits over 1,888 Days - 0.00cph!
Junkpile scientist take cover for longer when attacker is far away
more junkpile cover point improvements
Fixed junkpile_i cover points
Junkpile scientists are now more defensive in behaviour when player is further away. Attack range reduced.
Added sneak and non-vision max distance settings to AIBrain
Junkpile bushes now block AI line of sight.
Fix for TakeCover state when no entity in memory. Used last attacked from position instead of just returning.
▇██▉▌▊▉ ▊▌▌▉▇▆ ▌▅ ▋▌▌▌▅▊▉ ▊▋ ▍▇▄ ▊ ▅▄▋▌▇▉▄▄▆ ▅▄▉ ▊▅▋▊ ▊▉▉▄▇ ▄▉▉▉▋▇▌▌ ▋▉ ▉▉▌█▋▅▋▄ ▋▌▅█▋▋▆▉
Delete unused ApexAIStorage folder leftover from the Apex purge
merge from ai_ignore_improvements
Updated oilrig heavy scientist design to include previous improvements made to other scientist designs.
merge from brain_refactor2
merge from brain_refactor
Moved gizmos script to an Editor folder
Added support for editor gizmo toggle preset groups. Can save/load 4 sets. Window->Tools->Gizmos.
Needs a cleanup and some testing.
Added ai.killanimals server command
Added ai.AddIgnorePlayer and ai.RemoveIgnorePlayer server commands.
AI now checks the ignore list when adding players to memory.
Junkpile NPC spawn chance fix.
Also merged npc_junkpile_a_spawn_chance and npc_junkpile_g_spawn_chance convars into new npc_junkpilespawn_chance convar.
Codegen.
Restored junkpile NPC prefab nuked in merge
70471
Fixed bug introduced in the merge from misc_optimisations2 that causes animals to float visually client-side.
Scientist loadout for healing item
merge from ai_healing (not used by any AI yet)
Added ai.killscientists server command
ai combat state timing tweaks
Deleted a bunch of AI test scenes
merge from missing script hunting
merge from human_ai_combat
merge from human_ai_combat
delete unused murderer and bear_full prefabs
removed deleted scripts from a couple of prefabs
merge from delete_htn2, removing everything Apex and HTN related.
Fixed chickens being flagged for both navmesh and A*
Added profiling for PuzzleReset script