4,354 Commits over 1,919 Days - 0.09cph!
always test both navmesh layers and prefer the one with the shortest path
improvements/fixes for manual path following & switching
manual path following test
navmesh/area type switching wip tests
re-enabled other monuments in scene
Setup puzzlereset to trigger main NPC respawns again
hapis island military tunnel AI setup tests
navmesh fix and s2p now my Unity isn't broken
Launch site navmesh fix & s2p.
Default to follow state when first tamed.
some fixes and reworking pet ownership setting
Fixes and basic initial tamed/wild switching implementation.
Reworked custom navmesh data stuff.
s2p on launch site.
untamed state loading wip
cover point editor build fix
Fixed some spawners not using stat overrides.
Set scientists to spawn with a chance to use healing items.
s2p.
Another AI data pass: more cover/move points, added extra npcs and patrols.
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.
Finished first pass of AI setup.
Prefabs, scenes, s2p.
More ai data.
Movepoint + coverpoint editor convenience tools.
Added +/- 180 degree buttons to coverpoint inspector
Individual, per-floor virtual AIZ setup.
L2-3 custom navmesh data, spawns, patrol, move & cover points.
L1 cover points.
Added AICoverPointEditor custom inspector script with buttons to quickly rotate cover points +/- 90 degrees
L1 custom navmesh data, patrol route, move point, spawns.
Level 0 test spawner & patrol.
Set NPC stat override values for level 0.
(no s2p yet)