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1,766 Commits over 669 Days - 0.11cph!

1 Year Ago
Merge from main
1 Year Ago
Remove test script
1 Year Ago
Conservatively fix compile error caused by #if SERVER
1 Year Ago
Make target component API usage more consistent
1 Year Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
1 Year Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
1 Year Ago
Add distance check option enum to entity query
1 Year Ago
Add profile markers to FSM
1 Year Ago
Add missing profile markers
1 Year Ago
Add profile markers for parts of the codes that can do traces, path queries and entity queries Remove uses of lambdas in entity queries to avoid subtle allocations
1 Year Ago
Merge from main
1 Year Ago
Have wolves use brains queries instead of entity queries
1 Year Ago
Fix missing using statement on server
1 Year Ago
Fix compiler complaining about unused serialized variables when they are server only
1 Year Ago
Fix pooledlist test not being setup and torn down properly
1 Year Ago
Clean up test scripts
1 Year Ago
Hook new wolf growl anim, make animator state generator case instensitive
1 Year Ago
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
1 Year Ago
Merge from main
1 Year Ago
Have fsm UI states sync their name with the actual runtime state instance
1 Year Ago
Add labels to transitions in fsm UI
1 Year Ago
Derive graphview edges to store fsm transition information directly in them
1 Year Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
1 Year Ago
FSM UI now properly add new states at mouse location
1 Year Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
1 Year Ago
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
1 Year Ago
Tweaks after playtest feedback: * have wolves interrupt lenghty animations when they are suddenly in danger * injured wolves don't answer to calls for help as it'll just get them killed * less predictable charge patterns to disrupt aiming * higher chase and flee speed
1 Year Ago
Improve wolf senses
1 Year Ago
Add helpful warning messages when PolymorphicDrawer fails
1 Year Ago
Simplify polymorphic attribute drawer code
1 Year Ago
Prevent wolves getting permanently accustomed to fire when they survive a fight with a player that used fired on them, that's because new players encountering those wolves may get confused when they get bitten despite the holding a torch
1 Year Ago
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
1 Year Ago
Allow loading fsm scriptable objects into the runtime fsm component
1 Year Ago
Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
1 Year Ago
Clean up serialized data containing fields that don't exist anymore
1 Year Ago
Generate code and manifest
1 Year Ago
Merge from main
1 Year Ago
Add fsm UI support for tag transitions, complete transitions, start states and link states
1 Year Ago
Allow changing state and transition classes, currently breaks when undo
1 Year Ago
Allow state renaming
1 Year Ago
Clean up FSM ui code, fix bug when removing state would corrupt the asset
1 Year Ago
Prevent duplication state connections, add method to deep copy a fsm
1 Year Ago
Allow fsm transition editing in the new UI
1 Year Ago
Add WIP fsm editor
1 Year Ago
Add placeholder audio for the wolf
1 Year Ago
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you
1 Year Ago
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
1 Year Ago
Hook new wolves to population, allow spawning packs
1 Year Ago
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
1 Year Ago
Fix wolf leap attack being too spammy