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1,397 Commits over 457 Days - 0.13cph!

11 Months Ago
Fix serialization error
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Correctly return state failure when pathfinding failed
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
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11 Months Ago
Prevent wolf from charging for too long
11 Months Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
11 Months Ago
Fix wolf standing still when circling into a wall
11 Months Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
11 Months Ago
Make wolves give up even faster if you are mounted
11 Months Ago
Fix compile errors
11 Months Ago
Makes it easier to sneak on wolves when they are eating Clean up sight code Add better sight vislogs so we can debug exactly which cone caused the sighting
11 Months Ago
Fix wolves slowing down as they flee
11 Months Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves
11 Months Ago
Fix wolf jumping into cars
11 Months Ago
Fix wolves jumping into cars
11 Months Ago
Fix wolves jumping into cars
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Fix wolves leaping too far
11 Months Ago
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
11 Months Ago
Hook last version of jump anim, and re-annotate the motion warping timings Apply out of navmesh root motion when not in the air
11 Months Ago
Tweak the wolf dynamic vision range: Reduce base wolf vision by 5m Player crouching = 50% range Player sprinting = 130% range (no change) Crouching now allows getting in melee range if you approach a wolf from behind
11 Months Ago
Merge from admin_invis_command
11 Months Ago
Polish jump trajectory and weightiness
11 Months Ago
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11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
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11 Months Ago
Improve the fidelity of the wolf high jump using a bespoke animation Add a telegraph before jumping Make it dodgeable with enough space by running before the wolf lands Give more time to hit the wolf before it jumps back
11 Months Ago
Fix anim montage generation not properly ignoring locomotion anims
11 Months Ago
Add debug commands for visualizing NPC acceleration, deceleration and gait
11 Months Ago
Fix wolves suddenly stoppinng when fleeing
11 Months Ago
Fix wolves that keep eating or chilling while their pack members are fighting nearby
11 Months Ago
More clean up
11 Months Ago
Make bradley, heli and shark respect the "ai.addIgnorePlayer" and "ai.ignorePlayers" admin command
11 Months Ago
Regenerate code
11 Months Ago
Clean up code
11 Months Ago
Add command to make admin invisible
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Remove unecessary includes
11 Months Ago
Fix wolves facing the wrong way when moving, and sometimes spinning when they start to move (new issues highlighted by async pathfinding) Fix wolves hovering slightly above ground
11 Months Ago
Fix entity cluster spawn logic being biased towards the smallest possible cluster size when respawning entities
11 Months Ago
Wolves will not respond to a howl from a wolf that doesn't belong to their pack This will prevent wolf packs from merging too often, reducing cases where players have to face more than 4 wolves
11 Months Ago
When using SetPath, don't update the path if it didn't change
11 Months Ago
Number of wolves per square km decreased from 3 to 2, max pack size increased from 3 to 4
11 Months Ago
Fix client compile issues
11 Months Ago
Remove allocs in async pathfinding Make sure querying allies nearby doesn't return null or dead allies
11 Months Ago
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11 Months Ago
Fix wolves leaping at players that didn't climb on anything, or dying suddenly for no apparent reason Add better failed path vislogs
12 Months Ago
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
12 Months Ago
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density