Stop spawning engineers. It's wave defence, it's really annoying to have to track down some random guy digging at the end of every wave
Don't open/close doors when we hit the edit phase. It's not necessary anymore due to pathing enhancements in the codebase
Make door breaching tools far more likely to spawn, so the AI can better handle the stronger doors
AI will use breaching tools preferentially on doors.
Made the scenario save-compatible, and added an optional global script to autosave every three minutes.
Improved AI stuck logic. There are now less false positives, but it also catches edge cases that previously could slip through (the AI could get stuck in a position where it lightly rocks from side to side and thinks it's not stuck as a result).
Fixed an issue where the AI would be stuck without a behaviour whenever it failed it's attack behaviour, as the retargeting logic would refuse to target it again thinking it's already doing so.
Improvement to the AI logic when breaching doors (or doing any melee attack). The AI will now fail it's task if it's not able to get any close to it's target, or if for whatever reason it's failing to kill it's target (the breaching tools seem a bit temperamental at certain angles or distances), and will consequently retarget and/or perform other tasks.
If the AI fails it's breaching/melee attack task due to not having suitable weaponry, it'll look for weapons.
AI no longer thinks it's blocked from moving or shooting by friendly actors.
Wave defense no longer steals control of the currently contolled actor at the start of each wave.