1,277 Commits over 365 Days - 0.15cph!
- Remove anim speed scaling on croc
- Increase melee range, interrupt intimidation if prey moves too far away
Regenerate root motion data
Revert root motion extractor workaround as we found a proper fix
Add missing state to croc
- Add special case to root motion extractor to handle the crocodile annoying root bone parent
- Regenerate root motion for all anims
Wip croc intimidate turns
Use bool instead of trigger for croc intimidation
Remove temp edits that were added to root motion extractor
- Temp workaround to be able to test new crocodile attacks
- Hook croc intimidation
Hook part of the new croc anims
- idle
- run, sprint
- sprinting land and swim attacks
- hit
Some issues with extracting root motion from croc as it has a weird rig
Remove need for an intermediate data type when declaring fsms (previous commit didn't go through)
Remove need for an intermediate data type when declaring fsms
Reimport croc intimidate and turn
Tweak croc biome preference
Increase attack range when dragging a corpse
Potential fix for sudden very high speeds
Merge from fix_no_scientists_on_cargoship
Fix scientists not spawning on cargo ships
Tiger drag corpses away when approached while eating them
Fix hurt state being coupled to wolf
- Make sure tiger reacts appropriately when hit with hipfire
- Polish eating behaviour
- Prevent tiger reacting overly aggressively to fire
- Simplify fsm
Experiment for with other fire reactions to find most intuitive one
More consistent fire reaction
Make unreachable behaviour more consistent in how the tiger reacts to being aimed at
- Fix tiger giving up on stealth to charge as soon as the player climbs on something
- Fix tiger responding very differently to same player actions when the player is standing on something
Potential fix for AIs sometimes suddenly zooming very fast
Improve tiger leap fidelity
Cherry pick 114193: Fix wolves sliding on spawn
Merge from npc_check_spawner_is_on_navmesh
Merge from fix_tick_fire_detection_log_spam
Merge from fix_fsm_endless_recursion_log_spam
Don't discard the whole spawn group if the first valid point is out of the navmesh, fall back to the next points unless they are all out of navmesh
Smaller sample position to prevent being spawned on junkpile_base when it's underground
Set dropToGround to true for junkpile scientists spawn points, in case the navmesh is below ground
Potential fix for "failed to create agent because it is not close enough to the navmesh" error spawm
Fix log spam from possible endless recursion detected
Rename convar used to gate the logs, correct oversight in the potential fix