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1,105 Commits over 335 Days - 0.14cph!

7 Months Ago
Convert timestamps to double to prevent precision loss if the server runs for a long time
7 Months Ago
Fix wolf being unable to switch target
7 Months Ago
Fix wolves not fleeing when hit from far away with molotov or fire arrows
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
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7 Months Ago
Fix compile error on client
7 Months Ago
Remove debug ddraw text
7 Months Ago
Reduce the distance the wolf will flee each time you try to scare it again with torch swings / lighting the torch suddenly in melee range (only noticeable if you spam and chase the wolf instead of moving away)
7 Months Ago
Re-use results of sense component grid search for allies instead of doing another query (when the range is small enough)
7 Months Ago
Fix debug info showing up even when convar is off
7 Months Ago
Make wolves lie down less often but slightly longer (they need to lie down sometimes for server performance), remove the pause before the idles for a more natural transition
7 Months Ago
Change howl audio sound types from small to medium as it was not audible unless a few meters away (but then the wolf would cancel the howl and charge), fix new growl sound not playing
7 Months Ago
Add debug convar for fire melee, fix some events being dropped
7 Months Ago
Fix error caused by adding already present key to dictionary, fix distance check being inverted
7 Months Ago
Fix NRE caused by dictionary trying to add an already present key
7 Months Ago
Fix wolf circling corpse for a long time sometimes when moving to eat
7 Months Ago
Prevent wolf walking underwater, it'll give up thechase if the player starts swimming
7 Months Ago
Reduce odds of wolf attacking animal when it's likely it'll lose
7 Months Ago
Add top secret hidden feature to wolves
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Add placeholder wolf eating sounds
7 Months Ago
Fix pragma restore 414 being in the wrong place
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
7 Months Ago
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7 Months Ago
Prevent fsm from waiting one frame to change state when a state succeeds or fails Fixes wolves sometimes pausing for one frame and losing momentum Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame After 3 same-tick changes we postpone the next state change for the next tick
7 Months Ago
Have wolf fsm tick slower when no player is nearby, similar to senses
7 Months Ago
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
7 Months Ago
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
7 Months Ago
Hook remaining wolf idles
7 Months Ago
Make sure state and transitions are always deep copying internal lists
7 Months Ago
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
7 Months Ago
Fix wolves sliding when waking up
7 Months Ago
When wolf braking too abruptly
7 Months Ago
Tick steering manually from serverMgr instead of unity's update
7 Months Ago
Fix typo in time warning comment
7 Months Ago
Remove hardcoded speed values
7 Months Ago
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Undo accidental change to procedural map
7 Months Ago
Make wolves more accurately align with food when eating
7 Months Ago
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
7 Months Ago
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7 Months Ago
Merge from ai_wolf_iteration (huge perf boost)
7 Months Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
7 Months Ago
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components - Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed - Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct - Remove transitions updates (time elapsed now uses a timestamp) - Add more TimeWarning coverage
7 Months Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Temporarily prevent wolves from hunting scientists until we update their AI
7 Months Ago
Merge from ai_wolf_iteration