userMaverickcancel
branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

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