636 Commits over 153 Days - 0.17cph!
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
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
Allow loading fsm scriptable objects into the runtime fsm component
Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
Clean up serialized data containing fields that don't exist anymore
Generate code and manifest
Add fsm UI support for tag transitions, complete transitions, start states and link states
Allow changing state and transition classes, currently breaks when undo
Clean up FSM ui code, fix bug when removing state would corrupt the asset
Prevent duplication state connections, add method to deep copy a fsm
Allow fsm transition editing in the new UI
Add placeholder audio for the wolf
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
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
Hook new wolves to population, allow spawning packs
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
Fix wolf leap attack being too spammy
Fix wolves being sitting ducks around lit campfires, or being too easily cheesed with torches
Fix wolf not following players moving away with lit torches
Add torch to bow editor loadout
Have wolves look at their prey when circling
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Have wolves react to campfires
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
Have wolves react to player torches
Add new methods to grid and BaseEntity.Query to remove the need for a static array
Fix client / server compile errors
Fix scoring and ranking of potential destinations not being respected
Hook visual logger to AI code and have it wrap ddraw
Add editor window similar to unreal's visual logger for easier AI debugging
Make wolves eyes glow in the night
Fix wolf circling being broken
Only update the wolf's path if the new destination is far from the current one
Clean up wolf path following logic
Modify wolf senses and targetting to be lazily evaluated on demand, instead of ticking
Fix wolf not spotting nearby preys in some cases
Disable leftover debug displays
First pass at wolf unreachable prey behaviour
Add other primitive items to bow editor loadout
Fix wolves being able to pick "valid" but unreachable destinations when roaming
Temporary fix for projectile violation when hitting a wolf's butt