userMaverickcancel
branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

3 Days Ago
Fix compile error
3 Days Ago
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15 Days Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
15 Days Ago
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18 Days Ago
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18 Days Ago
Remove redundant allies vislog
18 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
18 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
19 Days Ago
Fix compile errors
19 Days Ago
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
19 Days Ago
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
19 Days Ago
Add bark and footstep audio to new jump anim
20 Days Ago
Implement wolf headress effect on wolves
20 Days Ago
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20 Days Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
20 Days Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
20 Days Ago
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
20 Days Ago
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
20 Days Ago
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20 Days Ago
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
20 Days Ago
Reduce wolf vision range at night
21 Days Ago
Fix serialization error
21 Days Ago
Correctly return state failure when pathfinding failed
21 Days Ago
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21 Days Ago
Prevent wolf from charging for too long
21 Days Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
21 Days Ago
Fix wolf standing still when circling into a wall
22 Days Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
22 Days Ago
Make wolves give up even faster if you are mounted
22 Days Ago
Fix compile errors
22 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
22 Days Ago
Fix wolves slowing down as they flee
22 Days Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves
22 Days Ago
Fix wolf jumping into cars
22 Days Ago
Fix wolves jumping into cars
22 Days Ago
Fix wolves jumping into cars
26 Days Ago
Fix wolves leaping too far
26 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
26 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
26 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
26 Days Ago
Polish jump trajectory and weightiness
27 Days Ago
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27 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
28 Days Ago
Fix anim montage generation not properly ignoring locomotion anims
28 Days Ago
Add debug commands for visualizing NPC acceleration, deceleration and gait
28 Days Ago
Fix wolves suddenly stoppinng when fleeing
28 Days Ago
Fix wolves that keep eating or chilling while their pack members are fighting nearby
30 Days Ago
Remove unecessary includes
30 Days Ago
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding) Fix wolves hovering slightly above ground
30 Days Ago
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities