11,455 Commits over 3,561 Days - 0.13cph!
BaseNavigator now correctly sets turn & max speed at init
Added animal Chase state.
Fixed chase speeds.
Updated animal AI design file.
Implemented direction override support for NPCNavigator.
Animals in attack state now always face the player not just when performing an attack.
Added WolfAd placeholder prefab
merge from animal fur branch, taking the prefab changes from that branch.
merge from cargoship work
Added a new CombatStationary state.
Generic stationary scientist turret setup, prefabs, behaviour, files.
Cargo AI converter and test scene updates.
Workaround for issue caused by a hack in BaseProjectile
More debugging to track down an aiming issue
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
Bunch of stuff for virtual AIInformationZone support.
Added a tool to convert cargoship data and old move/cover point stuff to the new setup.
NPCSpawner can now setup A*/virtual aiz data if required.
Cargo test scene update
BaseNavigator fixes for A* mode.
Cargoship wip and test scene.
Deleted my placeholder MT prefabs
Replaced HTN scientist prefabs with mine.
Updated mil tunnel test scene.
merge from AI main branch
Deleted my old peacekeeper prefab
Peacekeeper prefab update and compound test scene update.
merge from AI main branch
Removed now unused ScientistNPCSpawner.
Fixed AIMovePoint gizmo NRE.
Updated AI tool.
Deleted bandit_guardNPCAd prefab
Replaced bandit_guard prefab with my one.
Excavatar test scene update
Scientist_junkpile_pistol prefab nav fix
ScientistNPC prefab id update
junkpile_a, junkpile_g prefab updates
Deleted placeholder junkpile pistol prefab
apply scientist_junkpile_pistol shelved prefab update
merge from ai main branch