userMaverickcancel
branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

1 Year Ago
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1 Year Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
1 Year Ago
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1 Year Ago
Fix wolves not comming to help their allies under some cirumstances
1 Year Ago
Fix wolves absolutely wrecking cars with their attacks
1 Year Ago
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1 Year Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
1 Year Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
1 Year Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
1 Year Ago
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1 Year Ago
Potential fix for wolves jagged jumps
1 Year Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
1 Year Ago
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1 Year Ago
Fix animals walking through crates and barrels
1 Year Ago
Fix wooden covers not carving navmesh
1 Year Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
1 Year Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
1 Year Ago
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Fix wolves moving a few cm below ground level in some areas like zipline platforms
1 Year Ago
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1 Year Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
1 Year Ago
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors) Make lock system API more intuitive and less error prone
1 Year Ago
Reduce wolf flee speed
1 Year Ago
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
1 Year Ago
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1 Year Ago
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
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1 Year Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
1 Year Ago
Fix wolves dying when they see a prey before the navmesh is built
1 Year Ago
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Fix error spam about animator param not found
1 Year Ago
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
1 Year Ago
Add footstep sounds to new wolf anims
1 Year Ago
Add placeholder audio to wolf attack and hit
1 Year Ago
Reduce wolves mass to reduce the impact their make on vehicles when attacking Fix IsNpc returning false on client for wolves Fix wolf appearing as "wolf2" when killing a player and not being translated Fix wolf achievements and stats
1 Year Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
1 Year Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
1 Year Ago
Fix fireball isStationary compile error when compiling in None mode
1 Year Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
1 Year Ago
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1 Year Ago
Fix fireball not be set to rest when it should have been
1 Year Ago
Make wolves run away if they are hit by fire, improve blackboard vislog