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528 Commits over 123 Days - 0.18cph!

21 Days 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
21 Days Ago
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
21 Days Ago
Hook remaining wolf idles
21 Days Ago
Make sure state and transitions are always deep copying internal lists
21 Days Ago
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
21 Days Ago
Fix wolves sliding when waking up
21 Days Ago
When wolf braking too abruptly
21 Days Ago
Tick steering manually from serverMgr instead of unity's update
21 Days Ago
Fix typo in time warning comment
21 Days Ago
Remove hardcoded speed values
21 Days Ago
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
22 Days Ago
Merge from ai_wolf_iteration
22 Days Ago
Undo accidental change to procedural map
22 Days Ago
Make wolves more accurately align with food when eating
22 Days 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
22 Days Ago
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22 Days Ago
Merge from ai_wolf_iteration (huge perf boost)
22 Days Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
22 Days 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
23 Days Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
23 Days Ago
Merge from ai_wolf_iteration
23 Days Ago
Temporarily prevent wolves from hunting scientists until we update their AI
23 Days Ago
Merge from ai_wolf_iteration
23 Days Ago
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23 Days Ago
Fix wolf mesh not being culled on client when occluded
23 Days Ago
Fix wolves not stopping when ai.move is set to false while the server is running
23 Days Ago
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24 Days Ago
Merge from ai_wolf_iteration
24 Days Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
24 Days Ago
Fire fire blocking the wolves unreachable behaviour from triggering
24 Days Ago
Reduces wolf odds of trying to resist fire
24 Days Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
24 Days Ago
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24 Days Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
24 Days Ago
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
24 Days Ago
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
24 Days Ago
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
24 Days Ago
Use a different syntax for HFSM declaration which results in a more compact and readable tree
26 Days Ago
Merge from ai_wolf_iteration
26 Days Ago
Fix wolf chasing its own tail
26 Days Ago
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
26 Days Ago
Merge from ai_wolf_iteration
26 Days Ago
Fix NRE
27 Days Ago
Make fsm declaration syntax more compact, fix scientist death
27 Days Ago
Update scientist FSM to new system
27 Days Ago
Fix scientist spinning when coming to a stop
27 Days Ago
Fix scientist not moving (merge)
27 Days Ago
Fix compile errors from merge
27 Days Ago
Merge from ai_wolf_iteration
27 Days Ago
Merge from ai_wolf_iteration