11,455 Commits over 3,561 Days - 0.13cph!
Merge from range check interface changes.
Events now have unique ids, send the ID of a triggering event if viewing in the AI designer.
AI designer now highlights the triggering events.
Updated junkpile scientist AI design.
Protobuf.
Applying shelved junkpile AI design changes
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
Reworked ScientistJunkpileSpawner to use new AI setup.
Initial junkpile scientist AI design
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
junkpile prefab setting tweaks
Initial junkpile scientist prefab, brain setup, empty design.
Added TargetLostRange to AIBrainSenses.
TarrgetLostAIEvent now checks distance too.
Oilrig scientist design update.
Added enum for navigation speed settign and per-type speed values.
Switch all calls to BaseNavigator.SetDestination to use the new enum.
Test scenes updated.
realm removed some scripts on animal prefabs
same for NPCPlayerNavigator
Fix some BaseNavigator script changes getting lost between client/server switch
BaseNavigator can toggle braking. Follow path state disables braking.
added ai.designing convar toggle
refactored scientist AttackTick.
Bunch of scientist state and behaviour improvements.
Base/NPC navigator improvements.
Oilrig AI design update.
Added a DisableWithMainMenu script, added it to the quit and suicide confirmation panels so they close properly if closing the menu with them open.
Brain sense query optimization when exclusively looking for players
Updated monument AI converter tool to also convert the links from the original brain based prefabs to the newest
Coverpoint stuff now uses the ai grid too.
Test porting the new AI grid and related optimizations to main (just AI grid related stuff, none of the other AI changes)
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Refactored move point list lookup
Roaming point calculation can now use the AI grid. Fixed some range parameters.
AIInformationGrid.GetMovePointsInRange implementation.
AIInformationZone can now use the ai grid for optimizations.
AI can now use the grid if available for a monument.
Added ai.usegrid convar to toggle use of the new grid system at runtime.
clear any invokes first in SetUsedBy
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
Probable fix for if BaseFollowPathState starts running before nav data
Monument AI conversion tool now replaces old bandit guard prefabs with the new one.
Manifest.
new bandit guard prefab, setup, starting point AI design/config.