* Hopefully fixed rare crash in the Detour library
* Improved bot retreat thought process
* Fixed potential bot stuck when trying to evolve
* Aliens will now also see and track enemies marked by OC / scent of fear
* Updated some nav meshes
* Fixed nav meshes for lost and machina which could get bots stuck
* Improved ladder usage, fixed edge cases where bots could get stuck
* At match start, aliens will attempt to spread chambers out if the first chamber is MC or SC, rather than clustering them all at the starting hive
* Eliminated potential freeze issues with nav mesh refreshes
* Off-mesh connections in the nav editor are now colour-coded to make it easier to see what they do
* Improved nav meshes for a few maps to fix stuck issues
* Commander won't get stuck trying to build base structures if using nav hints that are placed in bad spots (i.e. can't deploy structures where the nav hint is)
* Commander can now deploy prototype labs, arms labs and infantry portals on request
* All nav meshes now have hints to help the commander relocate in good spots and build their base inside a hive appropriately
* Updated the nav editor to hide "illusionary" surfaces from other tools where they get in the way
* Fixed some nav meshes so Onos can navigate better, and avoid bad structure placement
* Improved bot movement when not using the nav mesh (i.e. direct movement)
* Fixed player-built structures being duplicated if a commander takes over (i.e. AI commander ignoring player-placed structures and acting like they don't exist)
* Fixed marines just loitering in enemy hives doing nothing
* Fixed gorges sometimes not fully building structures and just leaving them to slowly grow
* Bots no longer get perma-stuck when standing on the drill in Ragnarok (or similar situations in other maps)
* Fixed fades getting glued to the ceiling when trying to blink into a vent
* Fixed bots getting stuck on top of railings sometimes
* Fixed bots sometimes deciding to evolve in the ready room on certain maps
* Updated nav mesh for eclipse
* Fixed bots getting into a clusterfuck when multiple try to use a lift at the same time.
* Improved nav meshes for various maps
* Added new console commands for debugging to force bots to evolve
* If there is no CC, infantry portal or hives in NS mode, bots will revert to deathmatch behaviour to finish the game
* Fixed bots flying off target when leaping/blinking sometimes
* If there is no armoury to retreat to, marines won't back off and will attack (stops clustering around the CC for no reason).
* Initial bot commit
* Added server commands and cvars for adding AI players to the game.
* Added auto modes for automating the adding and removal of bots
* Bots connect to the server and join teams correctly
* Added round restart and new map detection for AI system
Push before new project added for detour
* Initial bot integration
* Integrated all basic bot code for navigation and task performing
* Added support for multi_managers to better understand how buttons and triggers affect doors
* Improved bot understanding of door triggers and weldables
* Reworked nav profiles
Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder
* Improved bot door usage
* Added weldable obstacles back into navigation
Bots now understand how to get around weldable barriers
* Replaced fixed arrays with vectors
* Resource node and hive lists are now vectors.
* Further improved bot weld behaviour
* Added dynamic reachability calculations
When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses.
* Added team-based reachability calculations
Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point.
* Implemented long-range off-mesh connections and dynamic off-mesh connections
* Implemented fully dynamic off-mesh connections
Phase gates now use connections rather than custom path finding. Much more performant.
* Replaced arrays with vectors for simpler code
* Started Bot Swimming
* Bots understand trigger_changetarget
Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work
* Push before trying to fix long-range connections
* Implement new off-mesh connection system
* Redid population of door triggers
* Fixed trigger types and links to doors
* Added lift and moving platform support
* Lift improvements
* Bots avoid getting crushed under a lift when summoning it
* Bots are better at judging which stop a platform needs to be at
* Tweak lift and welder usage
* Fixed bug with multiple off-mesh connections close together
* Finish lift movement
* Fixed dodgy path finding
* Improved skulk ladder usage and lerk lift usage
* Fix crash with path finding
* Re-implement commander AI
* Commander improvements
* Improve commander sieging
* Commander scanning tweak
* Reimplemented regular marine AI
* Start reimplementing alien AI
* Implement gorge building behaviours
* Start alien tactical decisioning
* Continuing alien building and other non-combat logic
* More alien role work
* Adjusted base node definitions
* Iterate Capper Logic
* Alien assault AI
* Alien Combat
* Fix grenade throwing, better combat
* Marine combat AI improvements
* Commander improvements
* Commander + nav improvements
* Drop mines
* Improved bot stuck detection
* Commander supply improvements
* Bot fill timing config
* Added nsbots.cfg to configure internal bots
* Changed bot config file to "nsbots.cfg"
* Bug fixing with navigation
* Fix skulk movement on ladders
* Improved commander placement and tactical refresh
* Fixed bug with ladder climbing
* Doors block off-mesh connections
* Finished doors blocking connections
* Marine and alien tactical bug fixes
* Add commander beacon back in
* Start combat mode stuff
* First pass at combat mode
* Bots attack turrets
* Fix ladder and wall climbing
* Commander chat request
* Improved skulk ladders
* Added nav meshes for new bot code
* Added bot configuration to listen server menu
* Added bot config file
* Added default bot config to listenserver.cfg
* Added default bot settings to server.cfg
* Include VS filter for bot files
* Crash fixes
* Bot improvements
* Bot stability and mine placement improvements
* Fixed crash on new map start with bots
* Reverted Svencoop fix
* Fixed crash, added more cvars
* Performance improvement
* Commander building improvements
* Stop bot spasming when waiting to take command
* Fixed doors not blocking connections
* Added bot disabled guard to round start
* Commander improvements, movement improvements
* Tweaked level load sequence
* Performance improvements
* Bot load spread
* Fixed commander update
* Refactor bot frame handling
* Bug fixes + Pierow's dynamic load spread
* Minor bug fixes
* Fix door detection, prep for test
* Fixed commander siege spam
* linux compile test
* fix hardcoded inlcudes
* O1 compile flag for detour
- fix linux server crash
* Revert detour compile flags to original for windows
* linux build update
* remove x64 build configs
* update bot nav meshes and configs
* fix bot physics at high server fps, update navmeshes. from @RGreenlees
---------
Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>