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branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

10 Months Ago
Fix wolves being able to pick "valid" but unreachable destinations when roaming
10 Months Ago
Merge from main
10 Months Ago
Temporary fix for projectile violation when hitting a wolf's butt
10 Months Ago
Fix wolf not circling, add flee behaviour
10 Months Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
10 Months Ago
Start work on wolf roam state
10 Months Ago
Fix wolf getting stuck in some situations
10 Months Ago
Prevent wolves being too synchronized by adding a random delay
10 Months Ago
Fix wolf sliding during some montages
10 Months Ago
Integrate spine animator and look animator
10 Months Ago
Fix wolves going very fast
10 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
10 Months Ago
Convert fsm to component
10 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
10 Months Ago
Add initshared and destroyshared to entityComponent
10 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
10 Months Ago
Allow wolves to reprioritize their target when fighting a group
10 Months Ago
Fix compile errors in server/client modes
10 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
10 Months Ago
Start setting up wolf senses
10 Months Ago
Merge from main
10 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
10 Months Ago
Add wolf bark before coordinated attack, add proper death state
10 Months Ago
Add wolf howl
10 Months Ago
Make fsms easier to edit by exposing them on the prefab
10 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
10 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
10 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
10 Months Ago
Allow lightweights entity components to handle RPCs
10 Months Ago
Create lightweight components that don't have the overhead of unity components
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
10 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
10 Months Ago
Allow new wolf to deal damage and drop a corpse
10 Months Ago
Undo changes to old wolf animator
10 Months Ago
Fix missing convar
10 Months Ago
Remove debug draw and replace constants with convar
10 Months Ago
First pass on wolf combat behaviour
10 Months Ago
Placeholder logic to have wolves react to another wolf being hit nearby
10 Months Ago
Add convar to toggle fsm logging
10 Months Ago
Have wolves only fall over on headshots
10 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
10 Months Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
10 Months Ago
Fix wolf not taking damage
10 Months Ago
Remove unecessary includes
10 Months Ago
Simplify hfsm by implementing it with a stack instead of recursion
10 Months Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
10 Months Ago
Allow nests FSMs
11 Months Ago
Merge from main