989 Commits over 243 Days - 0.17cph!
Fix croc head popping when moving out of water
- Double volume of tiger growls when sneaking
- Ensure player gets at least 3 chances to hear the growls before being attacked
- Tigers are more likely to flee than to charge if they think they are threatened, unless very close
- Tiger takes longer to decide to charge
Make tiger retreat faster after successful hit on prey
Fix panthers spawning underwater
Fix tigers spawning underwater
Prevent wolves from spawning in the jungle, imo crocs tigers and snakes are enough to worry about
Merge from jungle_update (contains protocol change)
Jungle ambient noise like birds goes silent when tiger is stalking you
Protocol change
Merge from jungle_update (fix compile errors)
Prevent tiger from coming back after fleeing in some scenarios (player unreachable, in safe zone, in water, encounter too long)
Also deform spine on croc snap attack
Fix animations being re-imported multiple times
Add more logging for null anim NRE (as no anim seem to be null from inspecting croc)
Add skeletal debugging tools for croc proc anim
Add DDraw.DrawSkeleton
Fix croc speeding up suddenly when moving after intimidation
Merge from jungle_update (protocol bump)
Regenerate manifest to fix error about tiger.population already existing
Fix tiger population convar not working
Make panthers spawn naturally in the jungle
Delete panther static mesh model
Make panther a different prefab instead of a variant of the tiger
Setup panther corpse and ragdoll
Rebuild manifest
Fsm end transitions now make entity skip to the front of the queue, to prevent situations where they are done with the current state and stay idle waiting to be ticked
For example if the server is struggling, a wolf may stay still for 1s after playing the hurt anim, this fixes that
This doesn't mean the AIs will cost more performance, it means that when if we can only tick 10 out of 100 wolves this frame (budget), we'll prioritize ticking the ones that have nothing to do
Better profiling of the fsm GetAncestry method (separate recursive calls to not mess up the time measuring)
Animals that just got hit won't delay their next AI tick, effectively skipping to the front of the budgeted queue for the next frame
Helps prevent animals play hit reactions a long time after being hit when the server is struggling
Constrain croc and tiger to jungle biome
Increase croc population
Merge from crocodile + tiger
Fix warning spam on tiger
Remove test script from craggy
- Add croc death anims
- Fix croc not caring about threats when eating
- Fix NRE after killing player
- FIx animal death stats and achievement not working for wolf/tiger/croc
Merge from croc (fix client/server compile errors)
Merge from tiger (to fix trophies)
Have croc not bother to approach prey if it's already too far from water, instead of starting to approach it but then give up
Previous changeset didn't go through
Have croc match their prey aggression
Which means they'll be hyperagressive if sprayed non-stop
Pause sometimes when not hit for a while
Take their time if not hit at all
This helps the croc feel more balanced when faced with different player loadouts
Also make croc belly flop side-steppable again as the primary counter play
Fix remaining client/server compile errors
- Fix npc head look not working in demos
- Fix npc jumps looking odd in demos
- Modify PrintDefinedFlags editor tools to also show tags defined in entity components
- Delete obsolete RPC_SetRagdollSpringShortened
- Fix client/server compile error
Increase static bite hitbox
Revert previous change and add flag to be consitent with previous code, and potentially easier to debug
Update croc and tiger dragging