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1,541 Commits over 580 Days - 0.11cph!

1 Year Ago
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1 Year Ago
Merge from ai_wolf_iteration (huge perf boost)
1 Year Ago
Store fsm transitions in the state themselves to avoid having to do dictionary lookups, makes wolves twice as performant
1 Year 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
1 Year Ago
Instead of declaring multiple overloads for a method to allow a variable number of parameters, use optional parameters
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Temporarily prevent wolves from hunting scientists until we update their AI
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
Fix wolf mesh not being culled on client when occluded
1 Year Ago
Fix wolves not stopping when ai.move is set to false while the server is running
1 Year Ago
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1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
1 Year Ago
Fire fire blocking the wolves unreachable behaviour from triggering
1 Year Ago
Reduces wolf odds of trying to resist fire
1 Year Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
1 Year Ago
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1 Year Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
1 Year Ago
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
1 Year Ago
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
1 Year Ago
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
1 Year Ago
Use a different syntax for HFSM declaration which results in a more compact and readable tree
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fix wolf chasing its own tail
1 Year Ago
Fix a lot of the wolves state incorrectly returning base.OnStateEnter() from OnStateUpdate, causing a lot of weird behaviour
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fix NRE
1 Year Ago
Make fsm declaration syntax more compact, fix scientist death
1 Year Ago
Update scientist FSM to new system
1 Year Ago
Fix scientist spinning when coming to a stop
1 Year Ago
Fix scientist not moving (merge)
1 Year Ago
Fix compile errors from merge
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fix wolf slowing down before jumping on foundation
1 Year Ago
Have wolf smoothly decelerate instead of stopping dead in its tracks
1 Year Ago
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
1 Year Ago
Expose convar for wolf max per frame budget
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fux compile errors
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
Make wolf foundation jump more consistent
1 Year Ago
Add new anims to wolf
1 Year Ago
Merge from analytics_add_persistent_work_queue
1 Year Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
1 Year Ago
The wolf can now lie down or scratch its ears instead of just standing still
1 Year Ago
Add persistent object work queue to analytics in the same way as object work queue Also makes persistent object work queue more consistent with object work queue (TimeSpan instead of double, same member names, non generic parent)
1 Year Ago
Merge from relationship_manager_dangling_profiler_sample_fix