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359 Commits over 304 Days - 0.05cph!

1 Year Ago
Undead can attack while walking (thanks Max for the screen share tutorial again ❤️)
1 Year Ago
NPCs will run logic if there are players in a specific radius Add animation event for "attack" for undead. Add melee swing. Play swing sound, do actual attack when animation event is triggered
1 Year Ago
Add TryFindPath
1 Year Ago
Add PoisonZone.DamageScalesToCenter. Change how poison is applied to count all zones the player is inside and scale damage accordingly Added cough sounds - player will randomly cough while taking poison damage Remove MoveToLocation stuff from BaseNPC let NPCs do pathfinding how they want Refactor how enemies search for players / structures
1 Year Ago
Add PoisonZone with posion protection threshold / damage per second. Add protection property to ArmorItem + resource. Apply poison over time while player is in the zone.
1 Year Ago
Add hit sounds for wood, stone, metal Play hit sounds when UpgradableStructure is damaged by melee Do blood effects and flesh hit sounds when player is attacked by melee Stop chasing / attacking target when target is dead - only attack solid stuff Adjust attack rate
1 Year Ago
Undead actually do a melee strike causing some damage (10 for now) and initialize DamageTags on armor if not set Give all armor items melee damage tag (protection)
1 Year Ago
Enemies will get as close as they can to their target, if a structure is in their way they'll try to break it down
1 Year Ago
Add option to CalculatePath to specify whether it must be a full path (start to end)
1 Year Ago
Navigation debug overlay only shows nodes the camera is looking near Added Navigation.Update( position, radius ) to update walkability in an area Update walkability when a new structure is placed
1 Year Ago
Added the ability for items to add their own tooltip info via overload on InventoryItem (AddTooltipInfo). This lets ArmorItem show its damage protection and which part it protects.
1 Year Ago
Persistence++ Added test DestroyStructure command When a structure takes enough damage make gibs and delete it When a foundation is destroyed, break any deployables on it and kill any walls and doors attached to it When a doorway is destroyed gib and delete any doors attached Remove old log
1 Year Ago
When pathfinding with A* limit path calculation per agent to 1 per second. Set target location and check in UpdatePath whether to generate yet. Clear target location when path is finished Disable collisions immediately when opening a door. Doors always open AWAY from the player that opened them. Remember that when serializing door state.
1 Year Ago
Continue if item resource has no unique id. Recompile items
1 Year Ago
Remove test code
1 Year Ago
Add Navigation class for A* offloading walkability map creation to separate thread. Only seems to crash when sweeping with a physics body (investigate that.)
2 Years Ago
Undead find targets quicker Custom nav path optimize code (trim any intermediary segments if a future segment is not blocked by anything). Trim paths occasionally
2 Years Ago
Added Flee, Evade, Roam behavior. Improved Wander (turn around if we wander into a wall). Deer now use Evade steering behavior when attacked
2 Years Ago
Added NPC debug ConVar
2 Years Ago
Larger wander radius. Fixed climbing when seeking. Change state to random: Idle, Moving.
2 Years Ago
NPCs will try to unstuck themselves if they get stuck, fix separation behavior for foe
2 Years Ago
Implement flocking as separate behaviors (sep,coh,ali)
2 Years Ago
Some refactoring and improvements to behaviors
2 Years Ago
Simple trace alternative to move helper for basic AI
2 Years Ago
SteeringComponent / base steering Friction + Gravity components for AI AvoidanceBehavior and WanderBehavior Start converting deer to steering behaviors w/ nav mesh assistance, convert other AI later
2 Years Ago
Undead will keep a minimum distance from the target player and attack every second Implement flocking behavior for the enemy but only when target is visible
2 Years Ago
Add flowfield tests Update npc to use flowfields
2 Years Ago
Armor can specify damage tags, damage protection in % and the hitbox that it affects
2 Years Ago
Start implementing night-time foe, but the AI sucks. Maybe use flowfields instead of navmesh
2 Years Ago
Switch all projectiles to use Projectile Data
2 Years Ago
Don't constantly run lag compensation for projectiles but instead do it once on intitialize and advance the simulation by the calculated number of ticks that it took between client sending the input and us receiving it
2 Years Ago
Randomly change pose. When a new path is given, set pose to default and allow a few seconds to "get up" before moving, unless the deer is panicked from a player attack in which get up and run immediately
2 Years Ago
Added deer poses and state machine (default, sitting, sleeping) thanks Max for teaching me the ways
2 Years Ago
NPC improvements
2 Years Ago
Add LimitedSpawner.UseNavMesh
2 Years Ago
NPC can opt-out of move helper
2 Years Ago
Ignore all entities when moving deer until add agent hulls. Deer will randomly decide to start trotting
2 Years Ago
Bolts stack higher
2 Years Ago
Tweaked weapon damages, deers move a bit slower
2 Years Ago
Structures take no damage (for now)
2 Years Ago
Remove excess animations
2 Years Ago
Can harvest killed deers for raw meat
2 Years Ago
Add deer + animations Hit flesh sound Max health etc floats Rename PickupSpawner to LimitedSpawner and add ILimitedSpawner NPC Refactor, add AnimalNPC / HumanNPC, add Deer
2 Years Ago
Don't create attachment model unless weapon is active in hotbar Added ForsakenEvent.NavBlockerAdded and ForsakenEvent.NavBlockerRemoved Fixed placing foundations within a No Build Zone if its connected to another foundation Call weapon item ActiveStart/ActiveEnd Structures, loot spawners, and deployables register nav blockers and update them/remove them as needed NPCs will auto snap to nav mesh and update their paths if needed as/when nav blockers are added
2 Years Ago
Revert FOV
2 Years Ago
FOV improvement + zoom out minimap further
2 Years Ago
2 Years Ago
Serialize structure HP Added support for multile single door types (Wood, Metal)
2 Years Ago
Serialize last killed time this'll serve as a stat for longest survived time Reduce threshold for low need stat Add some simple placeholder icons for death screen Add death screen to just show information about what/who killed you and with what (auto close for now) Change starting need stats, increase respawn time to 5s, show death screen when killed
2 Years Ago
Better nav marker