528 Commits over 123 Days - 0.18cph!
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
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
Hook remaining wolf idles
Make sure state and transitions are always deep copying internal lists
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
Fix wolves sliding when waking up
When wolf braking too abruptly
Tick steering manually from serverMgr instead of unity's update
Fix typo in time warning comment
Remove hardcoded speed values
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
Merge from ai_wolf_iteration
Undo accidental change to procedural map
Make wolves more accurately align with food when eating
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
Merge from ai_wolf_iteration (huge perf boost)
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
- 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
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
Merge from ai_wolf_iteration
Temporarily prevent wolves from hunting scientists until we update their AI
Merge from ai_wolf_iteration
Fix wolf mesh not being culled on client when occluded
Fix wolves not stopping when ai.move is set to false while the server is running
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Merge from ai_wolf_iteration
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
Fire fire blocking the wolves unreachable behaviour from triggering
Reduces wolf odds of trying to resist fire
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Merge from ai_wolf_iteration
Fix wolf chasing its own tail
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
Merge from ai_wolf_iteration
Make fsm declaration syntax more compact, fix scientist death
Update scientist FSM to new system
Fix scientist spinning when coming to a stop
Fix scientist not moving (merge)
Fix compile errors from merge
Merge from ai_wolf_iteration
Merge from ai_wolf_iteration