2,268 Commits over 274 Days - 0.34cph!
AI context owns its facts array, not the NPC (makes fact management a little more consistent)
Reworked NPC AI a bit
Settlements have names
Renamed "super charge" stuff in AI to reactionary target/react to etc
Attempt to fix unresponsive movement in NPC.
NPC AI settings and AI load balancing stuff.
Actual scene.
Missing file.
Scene
Guard sound triggers & controller tweaks.
Town guards & animations/controller.
Manifest.
Trigger crouch fix.
Interiors don't randomly disappear.
Interior lights in close proximity don't wreck our ref probes.
Pink error in mines.
Scenes.
reset raider agro strat when raid is over
raid target AI improvements
better aggro AI
raider strategy
faction alignments
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Ore deep within mines doesn't get wet during rain.
NPC loot tweaks.
Manifest.
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)
Wind improvements.
Fixed more things that were breaking our ref probes.
Re-exposed min/max counts for loot
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
weather system lazy init in Update
Clutter rocks aren't so annoying to traverse.
Various scene/spawns.
Shore wetness improvements.
Scene.
Reverted wrong terrain shore wetness settings.
Loot tables.
Cleanup.
Scene.