1,688 Commits over 700 Days - 0.10cph!
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
Fix wolves not comming to help their allies under some cirumstances
Fix wolves absolutely wrecking cars with their attacks
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Consolidate the way wolves filter preys
Fix ai.addIgnorePlayer not working for the new wolves
Potential fix for wolves jagged jumps
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd
Make wolves flee a random distance to avoid visual repetition
Make wolves flee further away to avoid being easy targets
Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
Fix wolves moving a few cm below ground level in some areas like zipline platforms
Check if navmesh if ready on wolves, even if movement is currently disabled
Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors)
Make lock system API more intuitive and less error prone
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
Apply distance checks to individual covers instead of cover groups
Improve cover selection and debug, fix some objects not blocking the trace
Better vislog for cover debugging
Fix pillar covers not handling a non-zero rotation
Iterate on cover and peeks
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Fix wolves dying when they see a prey before the navmesh is built
Fix error spam about animator param not found
Attempt to fix root motion anim asset being marked as changed when opened on another machine
Add footstep sounds to new wolf anims
Add placeholder audio to wolf attack and hit
Reduce wolves mass to reduce the impact their make on vehicles when attacking
Fix IsNpc returning false on client for wolves
Fix wolf appearing as "wolf2" when killing a player and not being translated
Fix wolf achievements and stats
Fix fireball emission potentially not only being enabled when fireballs are stationary
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
Fix fireball isStationary compile error when compiling in None mode
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close
Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
Fix fireball not be set to rest when it should have been
Make wolves run away if they are hit by fire, improve blackboard vislog
Make flame thrower and fire arrow more reliably scare wolves
If a wolf is stuck while roaming, kill it to save perf
Compute anim hashes to not reimport them when they didn't change
Fix wolves that are stuck spamming pathfinding and traces
Fix wolves not properly following players carrying fire
Allow removing keys from bb component
Fix wolves stopping right in front of players without attacking sometimes
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing)
You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging
Fix wolves charging despite fire in some circumstances
Fix wolves not playing growl anim anymore when startled by fire (regression)
Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
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
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire