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1,058 Commits over 274 Days - 0.16cph!

6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee - Make torch swing reactions less delayed - Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
6 Months Ago
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
6 Months Ago
Fix fire not being detected sometimes at a specific distance (do not forget about a fire when it leaves out perception range, remember it until it's disappears)
6 Months Ago
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
6 Months Ago
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6 Months Ago
Fix immortal wolves
6 Months Ago
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6 Months Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
6 Months Ago
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6 Months Ago
Fix wolves not comming to help their allies under some cirumstances
6 Months Ago
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6 Months Ago
Fix wolves absolutely wrecking cars with their attacks
6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
6 Months Ago
Fix ai.killanimals command not killing the new wolves Put all new AI code in a separate namespace to avoid confusion with old AI framework Modify codegen to support namespaces
6 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
6 Months Ago
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6 Months Ago
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6 Months Ago
Potential fix for wolves jagged jumps
6 Months Ago
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd Make wolves flee a random distance to avoid visual repetition Make wolves flee further away to avoid being easy targets
6 Months Ago
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6 Months Ago
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6 Months Ago
Fix animals walking through crates and barrels
6 Months Ago
Fix wooden covers not carving navmesh
6 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
6 Months Ago
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6 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms
6 Months Ago
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6 Months Ago
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6 Months Ago
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6 Months Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
6 Months Ago
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6 Months Ago
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors) Make lock system API more intuitive and less error prone
6 Months Ago
Reduce wolf flee speed
6 Months Ago
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
6 Months Ago
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