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branchrust_reboot/main/ai_wolf_iterationcancel

463 Commits over 153 Days - 0.13cph!

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