branchrust_reboot/main/ai_test_changes/events/em_testcancel
438 Commits over 365 Days - 0.05cph!
Added BanditGuard human class and switched bandit guard from scientist class to it, so that they don't play scientist sounds.
BaseNavigator.SetDestination respects nav_disable
wolf model update -
Fixed seams
Fixed skinning issues on lods causing popping
making sure the fur meshes are in LOD0 only
fix for disappearing lods on stag ragdoll
Reduced junk pile scientist range
Fixed junk pile scientists charging the player incorrectly.
More accurate vision distance. Reduced boar and stag vision ranges.
Increase tunnel dweller vision range
small tweaks to wolf material
small tweaks to boar material
change swimming default to true
BaseNavigator returns false (and states return an error) if the target position is not within attack range
changed optimisation settings on wolf & boar idle
Set boar fur to cast no shadows
wolf - attack update, animator update
wolf model and lod update
Boar prefab update (now with fur)
Updated boar materials
Fixed black marks on boar
Fix for black marks appearing in fur materials
Added specular scale to fur shader
bear updates - prefab, ragdoll, skeleton definition, walk anim, idle anim
Animal attack calc/range tweaks
Merge from safezoneaggro fix
merge from corpseattackbug
Updated bear materials
Added temp updated bear model
Assigned missing hit areas
Handle null bones and display warning
StationaryCombat state now uses the newer entity targeting to match Combat state.
Fixed military tunnel respawn times
Added wakesleepingai console command.
Fixed cargoship AI respawning when it shouldn't.
Increased bandit guard sense/forget ranges
Added forward direction debug line to cover point gizmo rendering.
Fixed bandit town static guard default spawns being through floors or floating .