989 Commits over 243 Days - 0.17cph!
Missing part of previous commit
Prevents multiple systems overriding each other changes when modifying the corpse spring joint
Fix NRE when croc dragging serverside ragdoll
Iterate on croc behaviour, remove zigzag attack, re-add static attack
Fix tracking accumulating error
Add failure transitions to croc to fix log spam
Fix croc diving under terrain
Fix croc hitboxes being activated too early (needed to take into account pos interp delay) - previous commit didn't go through
Fix croc hitboxes being activated too early (needed to take into account pos interp delay)
Improve belly flop tracking, break up long intimidation with slow walk, disable zigzag attack temporarily
Make croc snap more often at a distance
Reduce croc speed when bringing food back to water
Port croc corpse carry ragdoll stability fixes to tiger
- Improve crocodile behaviour against static prey
- Fix crocodile getting stuck cycling between states when live prey is near food
Fix player corpse bouncing a lot when carried by the crocodile
Fix croc sliding during zigzag bite
Fix spine deform not being applied during locomotion
- Update timing of zigzag attack
- Fix rotation not being handle properly when using root motion tracking
- Reduce senseless croc jaw snap spam
- Fix crocodile jaw snap not doing damage
- Fix crocodile doing nothing when the prey is very close and it's intimidating
- Fix crocodile not looking at prey while intimidating
Decouple look-at and spine-deform when enabling on a per animation basis (fix spine deform being disabled inadvertently)
Fix crocodile sampling water at their visual location instead of at the nav agent location, causing them to go under terrain
- Decouple look-at and spine-deform when enabling on a per animation basis (this gets rid of issues where spine deform was inadvertently disabled)
- Fix crocodile diving instantly, dives at plausible speed
- Fix crocodile spine procedural anim always being disabled
Have croc exit dive if it happens to move out of the water
- Croc dives after fleeing into water instead of staying on the surface, right now the dive snaps the depth we need to look into it
- Make crocs float lower under the water so only snouth and back are visible
- Prevent croc from using land animations in water, and vice-versa
- Fix error from OnValidate
- Run codegen to fix compile error
Fix error because of OnValidate firing during gameplay
- Use cached water depth when possible instead of recalculating it
- Make sure movement comp and anim comp "canSwim" variable can't get out of sync
Fix croc sometimes ending up with permanent Y rotation offset
- Give more precise hitboxes to crocodile bites, to allow sidestepping his charges
- Reduce speed when carrying corpses
- Improve bite contact
Missing part of previous commit
- Make croc drag corpses to the water to eat them
- Properly implement the advancing furious bites combo
- Allow croc to stray a bit further from water
- Prevent croc from fleeing mid-attack
- Make croc less aggressive
Add profiler markup to procedural croc tail
Increase croc slop following rotation interp speed, looks better with something as flat to the ground as him
Tweak anim transitions to make sure they at least work when speed = 0, making it easier to track down the issue
Fix croc using 2 consecutive 90 turns instead of a single 180
- Hook placeholder zigzag bite attack
- Workaround for animation pop after turn 90, need proper fix (maybe it's briefly going to walk locomotion)
- Update croc fsm declaration syntax
Cherry pick
110444 from scientists branch (loadout categories for rust editor)
- Tiger will resume eating after dragging the corpse far enough
- Tiger will flee faster if approached while dragging
Add missing part to balance commit
Add convar enableable logs that fire when anim passed to root motion system is null
Fix NRE when damage receives small damage multiple time in a short window that make him go past his stagger threshold
Allow tiger to sneak from the sides not only the back
Balance tiger health and weaknesses so that some melee weapons have a chance to take him down if played well, compared to being useless before
- Changes the way you can know a tiger is tailing you, previous one gave too little time to react when you noticed what was wrong
- Makes tiger flee when dragging a body if someone gets too close
- Remove roar
- Fix logic error in Trans_IsInTargetViewCone (a bug was negating another bug, so it remained unnoticeable)