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1,991 Commits over 792 Days - 0.10cph!

2 Years Ago
First pass at wolf unreachable prey behaviour
2 Years Ago
Add other primitive items to bow editor loadout
2 Years Ago
Fix wolves being able to pick "valid" but unreachable destinations when roaming
2 Years Ago
Merge from main
2 Years Ago
Temporary fix for projectile violation when hitting a wolf's butt
2 Years Ago
Fix wolf not circling, add flee behaviour
2 Years Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
2 Years Ago
Start work on wolf roam state
2 Years Ago
Fix wolf getting stuck in some situations
2 Years Ago
Prevent wolves being too synchronized by adding a random delay
2 Years Ago
Fix wolf sliding during some montages
2 Years Ago
Integrate spine animator and look animator
2 Years Ago
Fix wolves going very fast
2 Years Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
2 Years Ago
Convert fsm to component
2 Years Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
2 Years Ago
Add initshared and destroyshared to entityComponent
2 Years Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
2 Years Ago
Allow wolves to reprioritize their target when fighting a group
2 Years Ago
Fix compile errors in server/client modes
2 Years Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
2 Years Ago
Start setting up wolf senses
2 Years Ago
Merge from main
2 Years Ago
Stagger wolf when damaged a lot, instead of on every head shot
2 Years Ago
Add wolf bark before coordinated attack, add proper death state
2 Years Ago
Add wolf howl
2 Years Ago
Make fsms easier to edit by exposing them on the prefab
2 Years Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
2 Years Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
2 Years Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
2 Years Ago
Allow lightweights entity components to handle RPCs
2 Years Ago
Create lightweight components that don't have the overhead of unity components
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Submit navmesh display line material
2 Years Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
2 Years Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
2 Years Ago
Reduce navmesh draw allocs again
2 Years Ago
Further optimize navmesh drawing
2 Years Ago
Optimize navmesh debug view
2 Years Ago
Complete client navmesh drawing
2 Years Ago
Make it possible for admins to see the navmesh
2 Years Ago
Add command to draw navmesh in game
2 Years Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
2 Years Ago
Fix navmesh not generating properly with mesh colliders
2 Years Ago
Use more appropriate collision masks for navmesh geo gathering
2 Years Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
2 Years Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
2 Years Ago
Fix fuel tank mesh collider not being readable
2 Years Ago
Remove some more allocations and add more profiling