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582 Commits over 153 Days - 0.16cph!

18 Minutes Ago
Add bark and footstep audio to new jump anim
4 Hours Ago
Implement wolf headress effect on wolves
Today
Merge from ai_wolf_iteration
Today
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Today
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
Today
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Today
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Today
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
Today
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Today
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Today
Reduce wolf vision range at night
Yesterday
Merge from ai_wolf_iteration
Yesterday
Fix serialization error
Yesterday
Merge from ai_wolf_iteration
Yesterday
Correctly return state failure when pathfinding failed
Yesterday
Merge from ai_wolf_iteration
Yesterday
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Yesterday
Prevent wolf from charging for too long
2 Days Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
2 Days Ago
Fix wolf standing still when circling into a wall
2 Days Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
2 Days Ago
Make wolves give up even faster if you are mounted
2 Days Ago
Fix compile errors
2 Days Ago
Makes it easier to sneak on wolves when they are eating Clean up sight code Add better sight vislogs so we can debug exactly which cone caused the sighting
2 Days Ago
Fix wolves slowing down as they flee
2 Days Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves
2 Days Ago
Fix wolf jumping into cars
2 Days Ago
Fix wolves jumping into cars
2 Days Ago
Fix wolves jumping into cars
7 Days Ago
Merge from ai_wolf_iteration
7 Days Ago
Fix wolves leaping too far
7 Days Ago
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
7 Days Ago
Hook last version of jump anim, and re-annotate the motion warping timings Apply out of navmesh root motion when not in the air
7 Days Ago
Tweak the wolf dynamic vision range: Reduce base wolf vision by 5m Player crouching = 50% range Player sprinting = 130% range (no change) Crouching now allows getting in melee range if you approach a wolf from behind
7 Days Ago
Merge from admin_invis_command
7 Days Ago
Polish jump trajectory and weightiness
7 Days Ago
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7 Days Ago
Merge from ai_wolf_iteration
7 Days Ago
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7 Days Ago
Improve the fidelity of the wolf high jump using a bespoke animation Add a telegraph before jumping Make it dodgeable with enough space by running before the wolf lands Give more time to hit the wolf before it jumps back
8 Days Ago
Fix anim montage generation not properly ignoring locomotion anims
8 Days Ago
Add debug commands for visualizing NPC acceleration, deceleration and gait
8 Days Ago
Fix wolves suddenly stoppinng when fleeing
8 Days Ago
Fix wolves that keep eating or chilling while their pack members are fighting nearby
10 Days Ago
More clean up
10 Days Ago
Make bradley, heli and shark respect the "ai.addIgnorePlayer" and "ai.ignorePlayers" admin command
10 Days Ago
Regenerate code
10 Days Ago
Clean up code
10 Days Ago
Add command to make admin invisible