userMaverickcancel
reporust_rebootcancel

1,744 Commits over 730 Days - 0.10cph!

1 Year Ago
Fix wolves stopping right in front of players without attacking sometimes
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
1 Year 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
1 Year 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
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
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
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
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
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
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
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
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
Wolves can now jump onto player foundations to attack
1 Year Ago
New scientist first pass
1 Year Ago
Remove remnants of fsm tags, add strafe mode to path follower, add CanSeeTarget fsm transition
1 Year Ago
Make sure wolf can transition from hurt to death
1 Year Ago
Fix wolf sight tracing to prey feet, often causing it to be blocked
1 Year Ago
Fix wolf hovering slightly above ground
1 Year Ago
Make new wolf DPS equivalent to the current one
1 Year Ago
Wolves will not bother howling if their prey is unreachable
1 Year Ago
Wolves will favour targeting players over other NPCs unless the other NPC is way closer
1 Year Ago
Remove FSM tags, exhaustive transitions turn out to be easier to debug and manage
1 Year Ago
Add budgeted queue for pathfinding requests
1 Year Ago
Have wolves clear their target after eating, as else they can hunt you down after finishing their food if you passed them while they were eating
1 Year Ago
Allow wolves to eat corpses and meat Refactor targeting component to be budgeted and part of sense component, this fixes a bunch of issues where wolves would overcommit and ignore other threats closer to them