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branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

12 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
12 Months Ago
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12 Months Ago
Allow wolves to target other wildlife again, fix errors when target dies while circling
12 Months Ago
Optimize wolves LoS checks (ignore other wolves, spread computations over multiple frames, pool sight events), also ignore players in safe zones
12 Months Ago
Tweak slope conforming
12 Months Ago
Fix inverted transition in wolf fsm
12 Months Ago
Use GetCornersNonAlloc to avoid unity copying the npc paths everytime they are accessed
12 Months Ago
Cover performance critical code with time warnings
12 Months Ago
Skip entity query distance checks in wolf sight to avoid doing them twice
12 Months Ago
Have the wolve's meshes rotate to follow their movement on slopes, but only the pitch, and only up to 30 degrees
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fix compile errors caused by serialized fiels in server only parts of the code
1 Year Ago
Fix editor only code causing compile issues
1 Year Ago
Fix editor only code being used outside of editor directives
1 Year Ago
Add more weapons to editor combat loadout
1 Year Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
1 Year Ago
Merge from main
1 Year Ago
Remove test script
1 Year Ago
Conservatively fix compile error caused by #if SERVER
1 Year Ago
Make target component API usage more consistent
1 Year Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
1 Year Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
1 Year Ago
Add distance check option enum to entity query
1 Year Ago
Add profile markers to FSM
1 Year Ago
Add missing profile markers
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Have wolves use brains queries instead of entity queries
1 Year Ago
Fix missing using statement on server
1 Year Ago
Fix compiler complaining about unused serialized variables when they are server only
1 Year Ago
Fix pooledlist test not being setup and torn down properly
1 Year Ago
Clean up test scripts
1 Year Ago
Hook new wolf growl anim, make animator state generator case instensitive
1 Year Ago
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
1 Year Ago
Merge from main
1 Year Ago
Have fsm UI states sync their name with the actual runtime state instance
1 Year Ago
Add labels to transitions in fsm UI
1 Year Ago
Derive graphview edges to store fsm transition information directly in them
1 Year Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
1 Year Ago
FSM UI now properly add new states at mouse location
1 Year Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
1 Year Ago
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
1 Year 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