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1,096 Commits over 335 Days - 0.14cph!

10 Months Ago
Clean up wolf path following logic
10 Months Ago
Modify wolf senses and targetting to be lazily evaluated on demand, instead of ticking
10 Months Ago
Budget fsm tick
10 Months Ago
Fix wolf not spotting nearby preys in some cases
10 Months Ago
Disable leftover debug displays
10 Months Ago
First pass at wolf unreachable prey behaviour
10 Months Ago
Add other primitive items to bow editor loadout
10 Months Ago
Fix wolves being able to pick "valid" but unreachable destinations when roaming
10 Months Ago
Merge from main
10 Months Ago
Temporary fix for projectile violation when hitting a wolf's butt
10 Months Ago
Fix wolf not circling, add flee behaviour
10 Months Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
10 Months Ago
Start work on wolf roam state
10 Months Ago
Fix wolf getting stuck in some situations
10 Months Ago
Prevent wolves being too synchronized by adding a random delay
10 Months Ago
Fix wolf sliding during some montages
10 Months Ago
Integrate spine animator and look animator
10 Months Ago
Fix wolves going very fast
10 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
10 Months Ago
Convert fsm to component
10 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
10 Months Ago
Add initshared and destroyshared to entityComponent
10 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
10 Months Ago
Allow wolves to reprioritize their target when fighting a group
10 Months Ago
Fix compile errors in server/client modes
10 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
10 Months Ago
Start setting up wolf senses
10 Months Ago
Merge from main
10 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
10 Months Ago
Add wolf bark before coordinated attack, add proper death state
10 Months Ago
Add wolf howl
10 Months Ago
Make fsms easier to edit by exposing them on the prefab
10 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
10 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
10 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
10 Months Ago
Allow lightweights entity components to handle RPCs
10 Months Ago
Create lightweight components that don't have the overhead of unity components
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Submit navmesh display line material
10 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
10 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
10 Months Ago
Reduce navmesh draw allocs again
10 Months Ago
Further optimize navmesh drawing
10 Months Ago
Optimize navmesh debug view
10 Months Ago
Complete client navmesh drawing
10 Months Ago
Make it possible for admins to see the navmesh
10 Months Ago
Add command to draw navmesh in game
10 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
10 Months Ago
Fix navmesh not generating properly with mesh colliders