branchrust_reboot/main/humanoidNPC/humanoidNpcPlannercancel
26 Commits over 30 Days - 0.04cph!
Merged for less messy branching
Fixed Strips Actions not properly showing debug visualization in Apex editor.
Can now guide which functions of a Strips Action should forward into Apex.
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.
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.
Ai planning experiments continues. Added Idling and some tweaks.
Increased density of position samples (but not calculating path to all of them).
AI Planner: Idling being less stupid, more vivid memory of recent targets and better equipped to deal with unseen attackers.
Fixed up some server vs client stuff in ai.
Some more cleanup of ai code.
Merged from main/humanoidNPC branch.
First iteration of Cover point detection system.
First iteration on HTN Planner (agent is not doing much yet).
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.
Make sure actions don't execute on plan generation, but is reserved for plan execution.
Flesh out Scientist HTN a bit more for better plan generation testing.
More progress on HTN in Apex.
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).
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).
AI put to full dynamic navmesh mode.
Removed strips planner.
Removed StagPoint HTN system.
General branch cleanup.
Let's not forget to commit the deletes...
Set up Think AI to reflect that on main.