branchrust_reboot/main/ai_test_changes/events/em_testcancel
438 Commits over 365 Days - 0.05cph!
GetBestTarget interface/implementation.
Events can now allow execution to continue past them if they trigger but have no output state container linked.
Added BestTargetDetected and IsVisible events.
Serialize initial state and correctly show it when opening designer.
AI design hot reloading for all instances of current entity type when saving designs.
State delete designer functionality
wip states, cover & design
Added new AmmoBelow event, protobuf & UI.
Added GetAmmoFraction() to IAIAttack and implementations.
scientist IAAttack initial implementation
started splitting scientist combat state into separate states and events. updated AI design.
Implemented IAISenses for scientists
moved player-player visibility tests from HumanNPC to BasePlayer
scientist roam state.
added some blockout scientist states.
oilrig scientist AI design wip.
direction fix, vision cones
Removed some last remains of navigation form HumanNPC
Applied some navigation change shelves.
Bunch of navigation work and refactoring to decouple navigation from npcs.
Removed a bunch of debug.
Better debug visualisation for navigation.
New base movetowards state.
WIP getting scientist movement working.
AI design for testing.
HumanNPC cleanup before starting to move stuff out
more conversion, sense fixes
wip scientist memory/senses conversion
quick refactor, more setup
Autoscroll event list to bottom when adding a new event
Random offset when sampling topology points
GetBestRoamPosition improvements.
Base roam state improvements.
Timers can now be randomized with min/max values.
Max water depth roam improvements.
Topology preferences, base BasePathFinder.GetBestRoamPosition implementation samples topology.
AI Memory/senses respect ConVar.AI.ignoreplayers.
Flee/move/roam states set movement seped percentages.