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541 Commits over 123 Days - 0.18cph!

2 Months Ago
Add more cover types
2 Months Ago
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2 Months Ago
Bump protocol network
2 Months Ago
Add cover component supporting primitive shapes
2 Months Ago
Fix incorrect line in OBB DebugDraw
2 Months Ago
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2 Months Ago
Properly replicate meat stack size shrinking as wolf is eating
2 Months Ago
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2 Months Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
2 Months Ago
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2 Months Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
2 Months Ago
Have wolves spend a longer time eating larger meat stacks
2 Months 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)
2 Months Ago
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2 Months Ago
Add more perf markers to nav agent
2 Months Ago
Allow wolves to perceive other NPCs through occluders, but not players
2 Months Ago
Have wolves prioritize players that attack them over animals they are hunting
2 Months Ago
Fix bug where wolves were faster than light
2 Months Ago
Reduce the speed at which wolves eat a corpse
2 Months Ago
Add more ai debug toggles to rust editor
2 Months 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
2 Months Ago
Cache actions to prevent allocs with Invoke and CancelInvoke
2 Months Ago
Add more detailed profiler markers to fsm
2 Months Ago
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2 Months Ago
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)
2 Months 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
2 Months Ago
Optimize wolf fire detection, fix campfires making the wolf toggle between states very fast
2 Months Ago
Draw vislog spheres as circles to reduce clutter
2 Months Ago
Add parameter to drive vislog time between saves to disk, have NPCs log their position and state
2 Months Ago
Restore wolf health if it stays out of combat for a very long time
2 Months Ago
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2 Months Ago
Hook up ragdoll
3 Months Ago
Prevent wolves from being scared by noises too easily, make wolves favour circling more
3 Months Ago
Setup corpse and loot
3 Months Ago
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3 Months 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
3 Months Ago
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Instead of passing a small default value to SamplePosition, create another methode called IsOnNavmesh to make it harder to misuse
3 Months 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
3 Months Ago
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3 Months Ago
Wolves can now jump onto player foundations to attack
3 Months Ago
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