11,451 Commits over 3,561 Days - 0.13cph!
merge from submarine main
Enabled BaseMoveTowardsState access for humans.
Uncommitted waterplant ai wip
Set read/write access on meshes needed for navmesh generation.
Navmesh gen tests.
wip water treatment plant ai
Removed old heavyscientist and humannpc prefabs.
Removed old unused HumanBrain and related states.
Remove old unused HumanNPC.
Fallback to SetDestinaion if CalculatePath fails
airfield scene/prefab update
Moved trainyard navmesh component, setup monument info to use it. Deleted trainyard AI prefab.
Moved airfield navmesh component, setup monument info to use it. Deleted airfield AI prefab. S2P airfield.
Added airfield AI prefab to airfield monument scene. S2P on airfield.
Added trainyard AI prefab to trainyard monument scene. S2P on trainyard.
Airfield move tpoint weaks. Added patrols. Switched spawners to the new generic patrol.
Trainyard AI prefab update
Added generic patrol + roam versions of scientist NPC prefab and AI designs to use going forward.
Switched trainyard spawners to use them.
First pass animal attack dmg/rate tweaks
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Reapplied Cargoship VAIZ setting.
movepoint updates to prefab
Reduced "fast" speed of Stag
fix for GetBestMovePointNear fallback nearest dist calc
added basic tower patrol path
wip trainyard AI setup (as prefab). Trainyard test scene.
Setup spawners so they work with puzzle reset