6,209 Commits over 3,865 Days - 0.07cph!
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
max depth/altitude optional value for safe zone triggers
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
remove debug.log regarding cover points
fixed workcart alt skin not applying to LODs
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better respawn times for tunnel dwellers/npc dwellings
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
train barricades can now be destroyed with melee
much improved train barricades + read/write
m92 slightly increased AI range
TunnelDweller - reduced overall spawns, reduced loot
puzzlereset for tunnel NPCs/loot
fixed cover points not being removed properly
Made tunnel dweller AI not suck
I tried to improve the TunnelDweller AI but made it worse for now
fixed tunnel colliders not having read/write set
updated tunneldweller weapons
fixed issue with NPCs using semi automatic weapons sometimes double-firing
NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
updated workcart lights + added cover
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc)
added new NPCDwelling
underground navmesh now uses 50% less memory
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger
NPCDwellings now filter out and add their own dynamic cover/move points if validated
Improved HumanNPC aiming behavior
HumanNPCs no longer bunch together at the same cover points
Fixed lack of impact effects in WaterVisibilityTriggers
Profiling
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more NPC fixes in tunnels
dungeon navmesh generation
fix for NPCs not roaming underground