userandrecancel
branchrust_reboot/maincancel

5,912 Commits over 3,867 Days - 0.06cph!

10 Years Ago
Tagged server-side player prefab as "Player" for AI to uniquely identify it
10 Years Ago
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
10 Years Ago
Minor code adjustments
10 Years Ago
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10 Years Ago
Changed AI parts to not be individual components but rather children properties of AIEntity Made every AI part have an individual refresh frequency that can be fine-tuned Added AI part ticking to BasicController and WolfController Updated AI test scene Updated wolf prefab
10 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
10 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
10 Years Ago
Added separate layer for all AI
10 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
10 Years Ago
Made AI walk animation get set directly from velocity
10 Years Ago
Updated behaviour tree
10 Years Ago
Added behaviour trees to AI
10 Years Ago
Refactoring in preparation of the move to Behave 2
10 Years Ago
Removed unused movement mask
10 Years Ago
Removed explicit stair handling from AI controller for performance reasons
10 Years Ago
Added Behave 2.3.3
10 Years Ago
Fixed gravity influence on AI being almost zero Fixed WolfController throwing NRE's on the dedicated server Made FollowTag use the entity lose distance as chase distance Updated AI test scene
10 Years Ago
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
10 Years Ago
Unity keeps modifying this file
10 Years Ago
Added wander behaviour and added it to the wolf idle state Made danger / obstacle / target info serializable for easy debugging Updated AI test scene
10 Years Ago
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10 Years Ago
Tweaked AI controllers Added a factor to maintain the forward direction to the context map decision Tweaked follow behaviours Split AI obstacle and entity mask Made AI entity visiblity check faster and safer Updated AI test scene
10 Years Ago
Refactored all the things Added hacky but working wolf AI to the AI test scene
10 Years Ago
Added feet variable for AI to step over stairs and on foundations (TODO: IK?) Refactored and tweaked some AI calculations Updated AI test scene
10 Years Ago
Refactoring Added wolf prototype to AI test scene
10 Years Ago
Minor tweaks & fixes
10 Years Ago
Made the context map decision get influenced by pushing forces adjacent to the primary direction
10 Years Ago
Updated AI test scene
10 Years Ago
Minor tweaks & fixes
10 Years Ago
Improved AI decision quality and performance of decision making Improved obstacle avoidance Updated AI test scene with more complex obstacles
10 Years Ago
Fixed cylinder obstacle closest point calculation Y value
10 Years Ago
Removed some calculations that aren't required from the waypoint following script
10 Years Ago
Made decision direction interpolation smoother
10 Years Ago
Refactoring
10 Years Ago
Further AI thread safety preparations Made AI child object / collider / rigidbody handling more robust
10 Years Ago
Added visiblity mask and center / forward properties to AI entity
10 Years Ago
Updated AI test scene & tweaked obstacle avoidance slightly
10 Years Ago
Made follow behaviour direction bloom more sane
10 Years Ago
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
10 Years Ago
Made AI system correctly handle inactive dangers, interests and obstacles
10 Years Ago
Refactoring
10 Years Ago
Imporved obstacle avoidance Added more of those awesome debug gizmos
10 Years Ago
Made gizmos utility backup and restore matrix if modified within a method
10 Years Ago
Moved interest and danger gizmos drawing to AI entity
10 Years Ago
Fixed OBB closest point calculation fuckup
10 Years Ago
Updated AI test scene
10 Years Ago
Made AI capable of walking over dynamic obstacles if they are below or above Added radius to AI entity Added falloff to obstacles Added attraction to follow behaviour
10 Years Ago
Made stuff use GizmosUtil where it makes sense
10 Years Ago
Unity keeps modifying this
10 Years Ago
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)