11,455 Commits over 3,561 Days - 0.13cph!
Removed some last remains of navigation form HumanNPC
Applied some navigation change shelves.
Bunch of navigation work and refactoring to decouple navigation from npcs.
Removed a bunch of debug.
Better debug visualisation for navigation.
New base movetowards state.
WIP getting scientist movement working.
AI design for testing.
HumanNPC cleanup before starting to move stuff out
more conversion, sense fixes
wip scientist memory/senses conversion
quick refactor, more setup
Autoscroll event list to bottom when adding a new event
Random offset when sampling topology points
GetBestRoamPosition improvements.
Base roam state improvements.
Timers can now be randomized with min/max values.
Max water depth roam improvements.
Topology preferences, base BasePathFinder.GetBestRoamPosition implementation samples topology.
AI Memory/senses respect ConVar.AI.ignoreplayers.
Flee/move/roam states set movement seped percentages.
moved speed/accel/turnspeed to BaseNavigator.
stats.
IAISenses
Sesnes now keep lists of threats and targets.
TargetDetected event.
ThreatDetected event.
wip moving sense type to brain.
wip target/threat flags.
merge from main, merge fix
bit of refactoring, senses improvements.
senses only get updated if an active state event needs them, capped to an interval.
senses memory stores a separate list of player-only entities.
player detected event now takes a % of max range as parameter, not a distance.
AIBrainSenses.
Added senses to brain.
Pass senses to events.
hunger & tiredness
protobuf
Added IAISleep and implemented.
Added BaseSleepState.
Added IAIEnergyBelow and implementation.
Added EnergyBelow event stuff.
refresh cache reference when updating a custom design