userMaverickcancel

1,006 Commits over 274 Days - 0.15cph!

7 Months Ago
Merge from main
7 Months Ago
Have wolves use brains queries instead of entity queries
7 Months Ago
Fix missing using statement on server
7 Months Ago
Fix compiler complaining about unused serialized variables when they are server only
7 Months Ago
Fix pooledlist test not being setup and torn down properly
7 Months Ago
Clean up test scripts
7 Months Ago
Hook new wolf growl anim, make animator state generator case instensitive
7 Months Ago
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
7 Months Ago
Merge from main
7 Months Ago
Have fsm UI states sync their name with the actual runtime state instance
7 Months Ago
Add labels to transitions in fsm UI
7 Months Ago
Derive graphview edges to store fsm transition information directly in them
7 Months Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
7 Months Ago
FSM UI now properly add new states at mouse location
7 Months Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
7 Months Ago
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
7 Months 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
7 Months Ago
Improve wolf senses
8 Months Ago
Add helpful warning messages when PolymorphicDrawer fails
8 Months Ago
Simplify polymorphic attribute drawer code
8 Months 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
8 Months Ago
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
8 Months Ago
Allow loading fsm scriptable objects into the runtime fsm component
8 Months Ago
Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
8 Months Ago
Clean up serialized data containing fields that don't exist anymore
8 Months Ago
Generate code and manifest
8 Months Ago
Merge from main
8 Months Ago
Add fsm UI support for tag transitions, complete transitions, start states and link states
8 Months Ago
Allow changing state and transition classes, currently breaks when undo
8 Months Ago
Allow state renaming
8 Months Ago
Clean up FSM ui code, fix bug when removing state would corrupt the asset
8 Months Ago
Prevent duplication state connections, add method to deep copy a fsm
8 Months Ago
Allow fsm transition editing in the new UI
8 Months Ago
Add WIP fsm editor
8 Months Ago
Add placeholder audio for the wolf
8 Months 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
8 Months Ago
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
8 Months Ago
Hook new wolves to population, allow spawning packs
8 Months Ago
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
8 Months Ago
Fix wolf leap attack being too spammy
8 Months Ago
Fix wolves being sitting ducks around lit campfires, or being too easily cheesed with torches
8 Months Ago
Fix wolf not following players moving away with lit torches
8 Months Ago
Add torch to bow editor loadout
8 Months Ago
Have wolves look at their prey when circling
8 Months Ago
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
8 Months Ago
Have wolves react to campfires
8 Months Ago
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
8 Months Ago
Have wolves react to player torches
8 Months Ago
Add new methods to grid and BaseEntity.Query to remove the need for a static array
8 Months Ago
Merge from main