branchrust_reboot/main/humanoidNPC/humanoidNpcPlannercancel

26 Commits over 30 Days - 0.04cph!

7 Years Ago
Some more branch cleanup
7 Years Ago
Set up Think AI to reflect that on main.
7 Years Ago
Let's not forget to commit the deletes...
7 Years Ago
Removed strips planner. Removed StagPoint HTN system. General branch cleanup.
7 Years Ago
AI put to full dynamic navmesh mode.
7 Years Ago
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame. Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
7 Years Ago
Disabled Dynamic Navmesh in world/ai.prefab. Bootstrap tests whether DynamicNavMesh.Instance.enabled Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
7 Years Ago
More progress on HTN in Apex.
7 Years Ago
Flesh out Scientist HTN a bit more for better plan generation testing.
7 Years Ago
Make sure actions don't execute on plan generation, but is reserved for plan execution.
7 Years Ago
Merged from main
7 Years Ago
HTN in Apex wip.
7 Years Ago
Updated StagPoint HTN Planner to a version I got from the developer. Tweaked it's code to work to my benefit / not bug out. Migrated my code from RC1 to latest version. Feels a bit too unstable to use in production yet. Learned a lot from it though.
7 Years Ago
Merged from main
7 Years Ago
First iteration on HTN Planner (agent is not doing much yet).
7 Years Ago
First iteration of Cover point detection system.
8 Years Ago
Merged from main/humanoidNPC branch.
8 Years Ago
Some more cleanup of ai code.
8 Years Ago
Fixed up some server vs client stuff in ai.
8 Years Ago
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
8 Years Ago
Increased density of position samples (but not calculating path to all of them).
8 Years Ago
Ai planning experiments continues. Added Idling and some tweaks.
8 Years Ago
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
8 Years Ago
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
8 Years Ago
Fixed Strips Actions not properly showing debug visualization in Apex editor. Can now guide which functions of a Strips Action should forward into Apex.
8 Years Ago
Merged for less messy branching