branchrust_reboot/main/ai_test_changes/events/em_testcancel
438 Commits over 365 Days - 0.05cph!
oilrigs setup, s2p.
added hdrpb oilrig test scene.
Mil tunnels setup, s2p.
Added hdrpb mil tunnels test scene.
converted cargoship hdrpb prefab.
added hdrpb test scene CraggyIsland_AI_Cargoship
Added hdrpb CraggyIsland_AI_Excavator test scene.
Adde a separate prefab/ai design for excavator scientists.
Increased junkpile_g AIZ bounds to 15 to match a.
Fixed bounds on junkpile scientist, which was causing LOS check issues.
Added CraggyIsland_AI_Junk test scene.
Added UseCalculatedCoverDistances toggle to AIInformationZone.
Updated backport junkpile prefabs to use new AI.
AI test scene folder rework, started porting test scenes to new hdrpb craggy.
chance and healthbelow AI events now tick at fast instead of very fast.
added TimeSinceThreat ai event/ui/prefabs.
Senses now track last threat timestamp.
added ai.allowdesigning convar
BaseNavigator now correctly sets turn & max speed at init
merge from cargoship work
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
Bunch of stuff for virtual AIInformationZone support.
Added a tool to convert cargoship data and old move/cover point stuff to the new setup.
NPCSpawner can now setup A*/virtual aiz data if required.
Cargo test scene update
BaseNavigator fixes for A* mode.
Cargoship wip and test scene.
Removed now unused ScientistNPCSpawner.
Fixed AIMovePoint gizmo NRE.
Updated AI tool.
Applied client editor brain nav shelved fixes.
Applied AI tool shelved changes
tunnel dweller prefab tweak
AIInformationGrid profiling and reworked array access
More profiling, bit of refactoring.
Added a ton of extra profiling
delete commented code section
move the IAIAttack and IAISenses implementations from Scientist to Human