branchrust_reboot/main/ai_test_changes/events/em_testcancel

438 Commits over 365 Days - 0.05cph!

3 Years Ago
Moved AIStateContainer to a separate file
3 Years Ago
merge from main
3 Years Ago
merge from cleanup
3 Years Ago
merge from main
3 Years Ago
merge from main
3 Years Ago
Score down any roam point that we are very close to. Distance based scoring changes. Roam point reservation improvements. Oilrig scientist roam idle intervals reduced.
3 Years Ago
merge from cover
3 Years Ago
Added tunable BestRoamPointMaxDistance
3 Years Ago
merge from main
3 Years Ago
merge from mergefrommain
3 Years Ago
merge from navtick
3 Years Ago
Update animal AI design to now use StateError and StateFinished when roaming
3 Years Ago
updated mil tunnel scientist AI design
3 Years Ago
small Chase / TakeCover state improvements & cleanup
3 Years Ago
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.
3 Years Ago
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.
3 Years Ago
Store AI spawn position as their home position in slot 4 of AIBrain position memory bank. Added BaseNavigateHome state. Chase state improvements.
3 Years Ago
update MT design
3 Years Ago
test scene update
3 Years Ago
merge from main
3 Years Ago
merge from miltunnel
3 Years Ago
merge from attack range multiplier changes
3 Years Ago
Excavator test scene
3 Years Ago
junkpile_a cover point tweaks
3 Years Ago
TakeCover state triggers StateError event if no valid cover point found
3 Years Ago
oilrig design tweaks
3 Years Ago
merge from main
3 Years Ago
merge from noise branch and some improvements
3 Years Ago
oilrig/junkpile design updates
3 Years Ago
Merge from range check interface changes.
3 Years Ago
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.
3 Years Ago
Applying shelved junkpile AI design changes
3 Years Ago
Reworked ScientistJunkpileSpawner to use new AI setup.
3 Years Ago
more wip junkpile ai
3 Years Ago
Initial junkpile scientist AI design
3 Years Ago
merge from main
3 Years Ago
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.
3 Years Ago
junkpile prefab setting tweaks
3 Years Ago
Initial junkpile scientist prefab, brain setup, empty design.
3 Years Ago
Added TargetLostRange to AIBrainSenses. TarrgetLostAIEvent now checks distance too. Oilrig scientist design update.
3 Years Ago
merge from main
3 Years Ago
Added enum for navigation speed settign and per-type speed values. Switch all calls to BaseNavigator.SetDestination to use the new enum. Test scenes updated.
3 Years Ago
realm removed some scripts on animal prefabs
3 Years Ago
same for NPCPlayerNavigator
3 Years Ago
Fix some BaseNavigator script changes getting lost between client/server switch
3 Years Ago
merge from compile fixes
3 Years Ago
BaseNavigator can toggle braking. Follow path state disables braking.
3 Years Ago
Design permission check
3 Years Ago
added ai.designing convar toggle
3 Years Ago
merge from main