6,013 Commits over 2,284 Days - 0.11cph!
    
    
    
        
            
            
            
                
                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.
 
                
                
                
                
                
             
         
        
            
            
            
                
                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