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1,331 Commits over 427 Days - 0.13cph!

12 Months Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
12 Months Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
1 Year Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
1 Year Ago
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1 Year Ago
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1 Year Ago
Add more cover types
1 Year Ago
Bump protocol network
1 Year Ago
Add cover component supporting primitive shapes
1 Year Ago
Fix incorrect line in OBB DebugDraw
1 Year Ago
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1 Year Ago
Properly replicate meat stack size shrinking as wolf is eating
1 Year Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
1 Year Ago
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1 Year Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
1 Year Ago
Have wolves spend a longer time eating larger meat stacks
1 Year Ago
Fix hitinfo being recycled while the wolf was holding a reference to it When some food is unreachable, remove it from the grid and put the state on cooldown for performance Don't try to eat food that's moving (eg still falling to the ground)
1 Year Ago
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Add more perf markers to nav agent
1 Year Ago
Allow wolves to perceive other NPCs through occluders, but not players
1 Year Ago
Have wolves prioritize players that attack them over animals they are hunting
1 Year Ago
Fix bug where wolves were faster than light
1 Year Ago
Reduce the speed at which wolves eat a corpse
1 Year Ago
Add more ai debug toggles to rust editor
1 Year Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
1 Year Ago
Cache actions to prevent allocs with Invoke and CancelInvoke
1 Year Ago
Add more detailed profiler markers to fsm
1 Year Ago
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1 Year Ago
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
1 Year Ago
Fix wolves fleeing permanently when player swings the torch, they should only retreat temporarily Fix torches not being considered off after switching weapon Make wolves circle fires instead of circling players near fire, helps prevent wolves walking into fire Make wolves smell food and corpses around them, not requiring direct LoS to find it Simplify hearing and give it its own convar separate from the sense convar for easier filtering when debugging Add vislogs for food and fire
1 Year Ago
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
1 Year Ago
Draw vislog spheres as circles to reduce clutter
1 Year Ago
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state
1 Year Ago
Restore wolf health if it stays out of combat for a very long time
1 Year Ago
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1 Year Ago
Hook up ragdoll
1 Year Ago
Prevent wolves from being scared by noises too easily, make wolves favour circling more
1 Year Ago
Setup corpse and loot
1 Year Ago
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1 Year Ago
Add anim to wolf jump Tweak fsm api to prevent bugs we could catch in a static way Make it possible to stack the disabled state on a navmesh agent
1 Year Ago
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1 Year Ago
Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
1 Year Ago
Polish wolf attack on foundation behaviour: raise jump apex, prevent target switch, U turn instead of barking when landing away, cancel if player gets down Fix canReach being inaccurate Fix potential bug when noise transition evaluates to true, but it's inverted or composed with other transitions Improve navigation vislogs
1 Year Ago
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1 Year Ago
Wolves can now jump onto player foundations to attack