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branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

10 Months Ago
Restore wolf health if it stays out of combat for a very long time
10 Months Ago
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10 Months Ago
Prevent wolves from being scared by noises too easily, make wolves favour circling more
10 Months 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
10 Months Ago
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10 Months Ago
Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
10 Months 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
10 Months Ago
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10 Months Ago
Wolves can now jump onto player foundations to attack
10 Months Ago
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10 Months Ago
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
10 Months Ago
Make sure wolf can transition from hurt to death
10 Months Ago
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10 Months Ago
Fix wolf sight tracing to prey feet, often causing it to be blocked
10 Months Ago
Fix wolf hovering slightly above ground
10 Months Ago
Make new wolf DPS equivalent to the current one
10 Months Ago
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10 Months Ago
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10 Months Ago
Wolves will not bother howling if their prey is unreachable
10 Months Ago
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10 Months Ago
Wolves will favour targeting players over other NPCs unless the other NPC is way closer
10 Months Ago
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
10 Months Ago
Add budgeted queue for pathfinding requests
10 Months Ago
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10 Months Ago
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
Allow wolves to eat corpses and meat Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them
10 Months Ago
Have wolves eat corpses and meat Fix wolves thinking they already finished moving instead of waiting for the async path request result
10 Months Ago
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10 Months Ago
Prevent being able to bully wolves by repeatedly shooting at their feet to scare them away, fix wolves trying to cancel their reaction to fire
10 Months Ago
Streamline wolf interruption behaviour, assign target upon hearing noise
10 Months Ago
Polish and budget NPC hearing, reduce charge range
10 Months Ago
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10 Months Ago
Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
10 Months Ago
Make wolves react to lit torch swings and projectiles landing near them
10 Months Ago
Wolves can wait longer in a spot while roaming, reducing the number of path queries made by roaming wolves
10 Months Ago
Budget wolf pathfinding
10 Months Ago
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10 Months Ago
Fix sense refresh time not accounting for budgeting delaying refresh
10 Months Ago
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10 Months Ago
Make senses tick instead of being evaluated on demand On demand senses are harder to debug and visualize, as well as only causing a minor performance gain Ticking is more predictable performance wise and easier to keep track of in the frame budget Senses tick faster if a player is near the NPC
10 Months Ago
Setup NPC hearing grid
10 Months Ago
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