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1,331 Commits over 427 Days - 0.13cph!

10 Months Ago
Fix wolves not fleeing when hit from far away with molotov or fire arrows
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
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11 Months Ago
Fix compile error on client
11 Months Ago
Remove debug ddraw text
11 Months Ago
Reduce the distance the wolf will flee each time you try to scare it again with torch swings / lighting the torch suddenly in melee range (only noticeable if you spam and chase the wolf instead of moving away)
11 Months Ago
Re-use results of sense component grid search for allies instead of doing another query (when the range is small enough)
11 Months Ago
Fix debug info showing up even when convar is off
11 Months Ago
Make wolves lie down less often but slightly longer (they need to lie down sometimes for server performance), remove the pause before the idles for a more natural transition
11 Months Ago
Change howl audio sound types from small to medium as it was not audible unless a few meters away (but then the wolf would cancel the howl and charge), fix new growl sound not playing
11 Months Ago
Add debug convar for fire melee, fix some events being dropped
11 Months Ago
Fix error caused by adding already present key to dictionary, fix distance check being inverted
11 Months Ago
Fix NRE caused by dictionary trying to add an already present key
11 Months Ago
Fix wolf circling corpse for a long time sometimes when moving to eat
11 Months Ago
Prevent wolf walking underwater, it'll give up thechase if the player starts swimming
11 Months Ago
Reduce odds of wolf attacking animal when it's likely it'll lose
11 Months Ago
Add top secret hidden feature to wolves
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Add placeholder wolf eating sounds
11 Months Ago
Fix pragma restore 414 being in the wrong place
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Remove unused fields, redundant checks, and fix issue where compoosite transitions are not cloned properly
11 Months Ago
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11 Months Ago
Prevent fsm from waiting one frame to change state when a state succeeds or fails Fixes wolves sometimes pausing for one frame and losing momentum Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame After 3 same-tick changes we postpone the next state change for the next tick
11 Months Ago
Have wolf fsm tick slower when no player is nearby, similar to senses
11 Months Ago
Combine wolf senses and fsm into a single budget for simpler tracking, and also because we want senses to drive the fsm tick rate in the future
11 Months Ago
Fix wolves not playing 180 anim anymore when fire is lit right in front of them (regression)
11 Months Ago
Hook remaining wolf idles
11 Months Ago
Make sure state and transitions are always deep copying internal lists
11 Months Ago
Fix state cloning making a shallow copy of lists, causing clones to share the original transitions
11 Months Ago
Fix wolves sliding when waking up
11 Months Ago
When wolf braking too abruptly
11 Months Ago
Tick steering manually from serverMgr instead of unity's update
11 Months Ago
Fix typo in time warning comment
11 Months Ago
Remove hardcoded speed values
11 Months Ago
Fix hobo barrel and witch cauldron not scaring wolves when they are lit
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Undo accidental change to procedural map
11 Months Ago
Make wolves more accurately align with food when eating
11 Months Ago
Make wolf decelerate faster when approaching a player holding fire, as to not end up charging them by accident, which would make them think the fire is not working
11 Months Ago
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11 Months Ago
Merge from ai_wolf_iteration (huge perf boost)
11 Months Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
11 Months Ago
- Optimize the fsm transitions that are called often: cache distance to target (per frame) and components - Optimize roaming and flee: don't project all points in a circle around the wolf, once points are scored, early out after both nav projection and path succeed - Remove allocation caused by List.GetRange in GetFirstReachablePointInTopPct - Remove transitions updates (time elapsed now uses a timestamp) - Add more TimeWarning coverage
11 Months Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Temporarily prevent wolves from hunting scientists until we update their AI
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
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11 Months Ago
Fix wolf mesh not being culled on client when occluded