Busy with freelance, work, and another project. Bleh responsibility
Been mostly fixing slight gameplay issues and aggro problems. Enemies now don't suddenly know where the player is, and they have a time to turn, making popping up, shooting, and ducking a technique that actually works - although with the drawback of not having visibility on the target. Singleplayer in general is pretty punishing.
Enemies now have somewhat of pathfinding. They go to the nearest point on the line segments representing links in the node system. Restricts motion to sensible areas, so there are definitely places where the player can hide if they do screw up. They also have proper physical presence, so they collide with the world, and have a bit of local collision avoidance.
I tried out Mecanim in Unity, didn't like it, so rolled up a system and motion extrapolation thing using the legacy animation system (which I know by heart from 2.6.1) in a few minutes. Combined that with the aggro revamps and the motion revamps...
...and yay half-retarded motion that's too cute to fix. The local collision avoidance in action!
It had a funky effect on the stationary alienbots, though:
Removed the motion smoothing when in 1 foot radius of the target and bam that was fixed easy.
And then there's this, planned for use in the intro/tutorial
But prolly won't get any more love until the rest of the game is solidly done
Next:-Work around Unity's input freezing bug
-Add ledge walking for those bits of the buildings jutting out.