userMaverickcancel

296 Commits over 62 Days - 0.20cph!

Today
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
Today
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Today
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Yesterday
Add more cover types
2 Days Ago
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2 Days Ago
Bump protocol network
2 Days Ago
Add cover component supporting primitive shapes
2 Days Ago
Fix incorrect line in OBB DebugDraw
2 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Properly replicate meat stack size shrinking as wolf is eating
3 Days Ago
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3 Days Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
3 Days Ago
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3 Days Ago
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3 Days Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
3 Days Ago
Have wolves spend a longer time eating larger meat stacks
3 Days Ago
Fix hitinfo being recycled while the wolf was holding a reference to it When some food is unreachable, remove it from the grid and put the state on cooldown for performance Don't try to eat food that's moving (eg still falling to the ground)
4 Days Ago
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4 Days Ago
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5 Days Ago
Add more perf markers to nav agent
6 Days Ago
Allow wolves to perceive other NPCs through occluders, but not players
6 Days Ago
Have wolves prioritize players that attack them over animals they are hunting
6 Days Ago
Fix bug where wolves were faster than light
6 Days Ago
Reduce the speed at which wolves eat a corpse
6 Days Ago
Add more ai debug toggles to rust editor
6 Days Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
8 Days Ago
Cache actions to prevent allocs with Invoke and CancelInvoke
9 Days Ago
Add more detailed profiler markers to fsm
9 Days Ago
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9 Days Ago
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
9 Days Ago
Fix wolves fleeing permanently when player swings the torch, they should only retreat temporarily Fix torches not being considered off after switching weapon Make wolves circle fires instead of circling players near fire, helps prevent wolves walking into fire Make wolves smell food and corpses around them, not requiring direct LoS to find it Simplify hearing and give it its own convar separate from the sense convar for easier filtering when debugging Add vislogs for food and fire
9 Days Ago
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
10 Days Ago
Draw vislog spheres as circles to reduce clutter
10 Days Ago
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state
10 Days Ago
Restore wolf health if it stays out of combat for a very long time
10 Days Ago
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10 Days Ago
Hook up ragdoll
10 Days Ago
Prevent wolves from being scared by noises too easily, make wolves favour circling more
10 Days Ago
Setup corpse and loot
11 Days Ago
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11 Days Ago
Add anim to wolf jump Tweak fsm api to prevent bugs we could catch in a static way Make it possible to stack the disabled state on a navmesh agent
11 Days Ago
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11 Days Ago
Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
11 Days Ago
Polish wolf attack on foundation behaviour: raise jump apex, prevent target switch, U turn instead of barking when landing away, cancel if player gets down Fix canReach being inaccurate Fix potential bug when noise transition evaluates to true, but it's inverted or composed with other transitions Improve navigation vislogs