- Fixed animation issues with pistol binary trigger and moved the binary triggering to client code
- Fixed reload animation not always playing
- Fixed numerous incorrect or broken alien weapon animations on every class
- Added transitional animation out of gorge building
* 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).
* Improved the bot guard behaviour
* Improved randomisation of bot names and chamber sequences
* Fixed bug where bots would drop hives within range of siege bases
* Fixed bug where requesting turret factories and sentry turrets from the AI commander would place a phase gate instead
Bots will no longer see cloaked players, and have a chance based on cloak level, movement and size of the players. Bots will also sneak when approaching enemies while cloaked.
* Improved the bot guard behaviour
* Improved randomisation of bot names and chamber sequences
* Fixed bug where bots would drop hives within range of siege bases
* Fixed bug where requesting turret factories and sentry turrets from the AI commander would place a phase gate instead
Bots will no longer see cloaked players, and have a chance based on cloak level, movement and size of the players. Bots will also sneak when approaching enemies while cloaked.
* Improved lerk movement when it is not flying (i.e. being cautious)
* Users can now optionally add botnames.txt to the NS folder to define custom bot names
* Improved jump and blink movement
* Hopefully fixed bug with bots trying to walk between phase gates
* Fixed issue with bots constantly switching weapons when trying to reload
* Added a max AI time for a match, with bots throwing the game if there are no humans and it goes on too long (configurable in nsbots.ini, default is 90 minutes)
* Re-added the view frustum for bots
* Hopefully stopped bots getting permanently stuck trying to evolve an upgrade in an invalid place
* Bots will now leave the game after 2 hours if no humans playing (ignores human spectators)
* Fixed bots targeting mines to attack
* Fixed crash on enabling bots after previously disabling them
* Fixed bots not handling doors correctly when enabling them after match start
* Bot config is no longer case-sensitive
* Listen server hosts now get console notifications on bot status, errors etc.
* Added safeguards around parsing the file to prevent bad values crashing
* Made mp_botautomode default to 1 and mp_botcommandermode default to 1
* 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
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Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>