919 Commits over 243 Days - 0.16cph!
Add skeletal debugging tools for croc proc anim
Add DDraw.DrawSkeleton
Fix croc speeding up suddenly when moving after intimidation
Merge from jungle_update (protocol bump)
Regenerate manifest to fix error about tiger.population already existing
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
Animals that just got hit won't delay their next AI tick, effectively skipping to the front of the budgeted queue for the next frame
Helps prevent animals play hit reactions a long time after being hit when the server is struggling
Constrain croc and tiger to jungle biome
Increase croc population
Merge from crocodile + tiger
Fix warning spam on tiger
Remove test script from craggy
- Add croc death anims
- Fix croc not caring about threats when eating
- Fix NRE after killing player
- FIx animal death stats and achievement not working for wolf/tiger/croc
Merge from croc (fix client/server compile errors)
Merge from tiger (to fix trophies)
Have croc not bother to approach prey if it's already too far from water, instead of starting to approach it but then give up
Previous changeset didn't go through
Have croc match their prey aggression
Which means they'll be hyperagressive if sprayed non-stop
Pause sometimes when not hit for a while
Take their time if not hit at all
This helps the croc feel more balanced when faced with different player loadouts
Also make croc belly flop side-steppable again as the primary counter play
Fix remaining client/server compile errors
- Fix npc head look not working in demos
- Fix npc jumps looking odd in demos
- Modify PrintDefinedFlags editor tools to also show tags defined in entity components
- Delete obsolete RPC_SetRagdollSpringShortened
- Fix client/server compile error
Increase static bite hitbox
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
Update croc and tiger dragging
Missing part of previous commit
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
Fix NRE when croc dragging serverside ragdoll
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Fix tracking accumulating error
Add failure transitions to croc to fix log spam
Fix croc diving under terrain
Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through
Fix croc hitboxes being activated too early (needed to take into account pos interp delay)
Improve belly flop tracking, break up long intimidation with slow walk, disable zigzag attack temporarily
Make croc snap more often at a distance
Reduce croc speed when bringing food back to water
Port croc corpse carry ragdoll stability fixes to tiger
- Improve crocodile behaviour against static prey
- Fix crocodile getting stuck cycling between states when live prey is near food
Fix player corpse bouncing a lot when carried by the crocodile
Fix croc sliding during zigzag bite
Fix spine deform not being applied during locomotion