Changed default quiver placement to back instead of hip, easier for testing

Fixed a race condition in the AI controller initialization

Removed the original Arrow Component way of dealing AOE damage if we want to do AOE damage, Marksman is already super powerful and the AOE implementation never really worked right anyway, if we wanna re add it later should be easy using the spell and Magic effect system seeing as those didnt exist when original AOE was developed.

Fixed an incorrectly referenced AI perception component that was wrong due to the reparenting of our AI controller. This fixed the bug of AI being able to see an invisible player.

Fixed that long running bug we had where arrow trails would stay visible if you shot at something very close range.

Created a new interface called BTGS_ComponentInterface We were having problems with components being ready now that we are converting the system to additive so this will give us a solid way to check if we can act on a given component

Fixed an issue where an NPC wouldnt be considered the owner of a noise event when firing an arrow

Fixed a bug where we were doing setup work twice for every base object

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