11,455 Commits over 3,561 Days - 0.13cph!
Score down any roam point that we are very close to.
Distance based scoring changes.
Roam point reservation improvements.
Oilrig scientist roam idle intervals reduced.
Cover point reservation changes.
Harshly score down, instead of excluding, used cover points.
Cover point reservation improvements.
Added AIPoint memory bank.
Added tunable BestRoamPointMaxDistance
Refactored responsibility for the dynamic ai point add/remove from NPCDwelling to AIInformationZone with a validation function param. Made all the add/remove point functions private to AIInformationZone. Added a function call to cache the point arrays and replaced me recent temp solution (when merging from main) with this call.
apply slow aim fix to new setup
Implemented the speed based agent avoidance priority from [58969] in to the new BaseNavigator as a SpeedBasedAvoidancePriority toggle, defaults to false.
Removed now unused function
More manual merge/picking relevant bits out
Applied slow moving footstep sound fix
Removed a couple of new unused HumanNPC functions from merge, now that I've verified they're not used.
GetBestRoamPoint merge/changes /refactor
wip post merge cleanup/refactor
wip merge fixes & cleanup
more manual merge progress
wip merge from main including manual merge of AIInformationZone and BaseAIBrain
separate navigator update from brain think timing
navigator tick experimental changes
Update animal AI design to now use StateError and StateFinished when roaming
updated mil tunnel scientist AI design
small Chase / TakeCover state improvements & cleanup
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them.
Animal roam state now returns to home point if no suitable roam points are found from current position.
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank.
Added BaseNavigateHome state.
Chase state improvements.
Converter tool replaces HTN scientist prefabs with new versions.
Relocated new MT scientist prefabs.
Manifest.
New military tunnel scientist prefabs using new AI setup.
Initial MT ai design setup.
AI converter tool now handles HTN spawners/npcs
Added military tunnel test scene, some initial debugging to help figure out what's going on.
merge from attack range multiplier changes
Attack range multiplier (and related attack events) test changes.
junkpile_a cover point tweaks
TakeCover state triggers StateError event if no valid cover point found
merge from noise branch and some improvements
oilrig/junkpile design updates
wip listen senses and noise sources.