11,455 Commits over 3,561 Days - 0.13cph!
separated scientist + heavy scientist designs
Can now set the default state container in the ai editor.
Dismounted state now triggers the StateError event if no valid waypoint data is found.
Oilrig tweaks.
base mounted state to handle disabling navigation.
autoturrets now auto reload after adding weapon/ammo
IsMounted event prefab, manifest update
Added IAIMounted interface, implemented for scientists.
Added IsMounted event.
Added scientist dismounted state.
heavy scientist/ch47 initial setup and wip
Added warning log when an oil rig waypoint isn't reachable and added failsafe behaviour.
BaseNavigator respects ai.move convar
more wip oilrig behaviour
Added built-in SetDestination rate limiting to the new base navigator.
AIInformationZone optimizations & cleanup.
Senses update now ticks regularly.
IsVisible ai event optimizations.
Scientist aiming/direction.
Moved remains of targeting and attack ticking out of HumanNPC.
Added AttackTick event.
Scientist ai design update.
Position-around refactor.
Bunch of attack tick related stuff.
AI memory now caches LOS value per entity in its memory.
Fixed chase state.
Fixed events with no output state container linked not continuing execution correctly.
Fixed IsVisible event using the targets attack interface instead of the owners.
Brain senses can now handle the LOS checks.
UI serialization improvements.
More scientist AI design wip.
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Serialize initial state and correctly show it when opening designer.
AI design hot reloading for all instances of current entity type when saving designs.
State delete designer functionality
wip states, cover & design
Added new AmmoBelow event, protobuf & UI.
Added GetAmmoFraction() to IAIAttack and implementations.
scientist IAAttack initial implementation
started splitting scientist combat state into separate states and events. updated AI design.
Implemented IAISenses for scientists
moved player-player visibility tests from HumanNPC to BasePlayer
scientist roam state.
added some blockout scientist states.
oilrig scientist AI design wip.
direction fix, vision cones