11,452 Commits over 3,561 Days - 0.13cph!
Human GetBestTarget improvements and human AI design updates.
initial swimming implementation
Animal attack calc/range tweaks
Merge from safezoneaggro fix
merge from corpseattackbug
Fix for animals attacking corpses (needs more testing)
safezone aggro changes (needs more testing)
Assigned missing hit areas
Handle null bones and display warning
StationaryCombat state now uses the newer entity targeting to match Combat state.
Fixed military tunnel respawn times
Added wakesleepingai console command.
Fixed cargoship AI respawning when it shouldn't.
Increased bandit guard sense/forget ranges
Added forward direction debug line to cover point gizmo rendering.
Fixed bandit town static guard default spawns being through floors or floating .
Added default layer to BaseNavigator, enforce it when snapping to navmeshes. Setup default layers on NPC prefabs.
Applied some debug log changes/spam removal shelved changes.
Applied animal AI design shelved changes and state scroll speed.
Fix for AIInformationGrid having incorrect location when an AIZ has a position offset
merge from hdprb ai merge branch
subtract
61638 so manifest will build
Animal attack/chase state improvements
Potential fix for server NRE spam
animal flee state + design improvements
merge from facingnavmodes
Added a facing direction override mode and added entity target support to BaseNavigator.