1,006 Commits over 274 Days - 0.15cph!
Missing part of previous commit
- Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
Add profiler markup to procedural croc tail
Increase croc slop following rotation interp speed, looks better with something as flat to the ground as him
Tweak anim transitions to make sure they at least work when speed = 0, making it easier to track down the issue
Fix croc using 2 consecutive 90 turns instead of a single 180
- Hook placeholder zigzag bite attack
- Workaround for animation pop after turn 90, need proper fix (maybe it's briefly going to walk locomotion)
- Update croc fsm declaration syntax
Cherry pick
110444 from scientists branch (loadout categories for rust editor)
- Tiger will resume eating after dragging the corpse far enough
- Tiger will flee faster if approached while dragging
Add missing part to balance commit
Add convar enableable logs that fire when anim passed to root motion system is null
Fix NRE when damage receives small damage multiple time in a short window that make him go past his stagger threshold
Allow tiger to sneak from the sides not only the back
Balance tiger health and weaknesses so that some melee weapons have a chance to take him down if played well, compared to being useless before
- Changes the way you can know a tiger is tailing you, previous one gave too little time to react when you noticed what was wrong
- Makes tiger flee when dragging a body if someone gets too close
- Remove roar
- Fix logic error in Trans_IsInTargetViewCone (a bug was negating another bug, so it remained unnoticeable)
- Makes the tiger shadow your movement when your back is turned -> this prevents brutal charges from behind that could occur because of the RNG is the previous sneaking behavior
- Reduces tiger speed when fleeing -> this helps land a few shots before the tiger disappears in the foliage, and make sharp turns look less jarring
- Improves debug speed logging
- Renames ProcessEntity to UpdateEntityVisibility ("ProcessEntity" was too vague of a name)
Reduce twitches in croc anim transitions
Hook croc belly flop and more aggressive turning and snapping
Match croc speeds to anim
Prevent tigers from roaming too far from the jungle or spawning outside of it (using forests as placeholder for jungle)
Make crocodile waddle back to water if they strayed too far from it during a chase
Make GetCoarseVectorToShore more explicit and intuitive (no need to remap Y to Z and to extract distance from Z anymore)
Rework crocodile intimidate to be like an alternate combat idle instead of a custom animation state, more consistent with the tiger and easy to reset on pooling + no RPC required
Add option to disable/enable look at and spine deform on a per anim basis, use it to make croc intimidation look better
- Remove anim speed scaling on croc
- Increase melee range, interrupt intimidation if prey moves too far away
Regenerate root motion data
Revert root motion extractor workaround as we found a proper fix
Add missing state to croc
- Add special case to root motion extractor to handle the crocodile annoying root bone parent
- Regenerate root motion for all anims
Wip croc intimidate turns
Use bool instead of trigger for croc intimidation
Remove temp edits that were added to root motion extractor
- Temp workaround to be able to test new crocodile attacks
- Hook croc intimidation
Hook part of the new croc anims
- idle
- run, sprint
- sprinting land and swim attacks
- hit
Some issues with extracting root motion from croc as it has a weird rig
Remove need for an intermediate data type when declaring fsms (previous commit didn't go through)
Remove need for an intermediate data type when declaring fsms
Reimport croc intimidate and turn
Tweak croc biome preference
Increase attack range when dragging a corpse
Potential fix for sudden very high speeds
Merge from fix_no_scientists_on_cargoship