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branchrust_reboot/main/ai_wolf_iterationcancel

413 Commits over 123 Days - 0.14cph!

3 Months Ago
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
3 Months Ago
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3 Months Ago
Allow wolves to target other wildlife again, fix errors when target dies while circling
3 Months Ago
Optimize wolves LoS checks (ignore other wolves, spread computations over multiple frames, pool sight events), also ignore players in safe zones
3 Months Ago
Tweak slope conforming
3 Months Ago
Fix inverted transition in wolf fsm
3 Months Ago
Use GetCornersNonAlloc to avoid unity copying the npc paths everytime they are accessed
3 Months Ago
Cover performance critical code with time warnings
3 Months Ago
Skip entity query distance checks in wolf sight to avoid doing them twice
3 Months Ago
Have the wolve's meshes rotate to follow their movement on slopes, but only the pitch, and only up to 30 degrees
3 Months Ago
Fix wolf anim not always being cancelled on state transitions, add "or" transitions, wolves will now all flee together instead of separating if one is shot while the player is protected by fire or is very far away
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Fix compile errors caused by serialized fiels in server only parts of the code
3 Months Ago
Fix editor only code causing compile issues
3 Months Ago
Fix editor only code being used outside of editor directives
3 Months Ago
Add more weapons to editor combat loadout
3 Months Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
3 Months Ago
Merge from main
3 Months Ago
Remove test script
3 Months Ago
Conservatively fix compile error caused by #if SERVER
3 Months Ago
Make target component API usage more consistent
3 Months Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
3 Months Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
3 Months Ago
Add distance check option enum to entity query
3 Months Ago
Add profile markers to FSM
3 Months Ago
Add missing profile markers
3 Months Ago
Add profile markers for parts of the codes that can do traces, path queries and entity queries Remove uses of lambdas in entity queries to avoid subtle allocations
3 Months Ago
Merge from main
3 Months Ago
Have wolves use brains queries instead of entity queries
3 Months Ago
Fix missing using statement on server
3 Months Ago
Fix compiler complaining about unused serialized variables when they are server only
3 Months Ago
Fix pooledlist test not being setup and torn down properly
3 Months Ago
Clean up test scripts
3 Months Ago
Hook new wolf growl anim, make animator state generator case instensitive
3 Months Ago
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
3 Months Ago
Merge from main
3 Months Ago
Have fsm UI states sync their name with the actual runtime state instance
3 Months Ago
Add labels to transitions in fsm UI
3 Months Ago
Derive graphview edges to store fsm transition information directly in them
3 Months Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
3 Months Ago
FSM UI now properly add new states at mouse location
3 Months Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
3 Months Ago
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
3 Months Ago
Tweaks after playtest feedback: * have wolves interrupt lenghty animations when they are suddenly in danger * injured wolves don't answer to calls for help as it'll just get them killed * less predictable charge patterns to disrupt aiming * higher chase and flee speed