537 Commits over 123 Days - 0.18cph!
Consolidate the way wolves filter preys
Fix ai.addIgnorePlayer not working for the new wolves
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Potential fix for wolves jagged jumps
Prevent wolves from using a 180 anim to turn away from fire if they are already facing away, it looked odd
Make wolves flee a random distance to avoid visual repetition
Make wolves flee further away to avoid being easy targets
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Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
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Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
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Fix wolves moving a few cm below ground level in some areas like zipline platforms
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Check if navmesh if ready on wolves, even if movement is currently disabled
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Fix assert firing when wolf doesn't lock on a target because of an early out, but then tries to release the lock (harmless but prints errors)
Make lock system API more intuitive and less error prone
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
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When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
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Improve scientist cover generation
Cleanup navmesh inside edges before generation
Make sure points are on navmesh
Reduce cover density by merging nearby covers with similar angles
Apply distance checks to individual covers instead of cover groups
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Improve cover selection and debug, fix some objects not blocking the trace
Better vislog for cover debugging
Fix pillar covers not handling a non-zero rotation
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Iterate on cover and peeks
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Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
Fix wolves dying when they see a prey before the navmesh is built
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Fix error spam about animator param not found
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