10,828 Commits over 3,867 Days - 0.12cph!
Tagged server-side player prefab as "Player" for AI to uniquely identify it
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
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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
Added NetworkSleep to wolf
Re-implemented AILocomotion
Added refresh interval to AISense
Refactored danger / obstacle / target info
Refactored AISense, AIObstacle and AIBody
Added rigidbodies to NetworkSleep (sets isKinematic)
Added separate layer for all AI
Fixed animal meshes being spawned way off relative to their parent transform
Made AI walk animation get set directly from velocity
Added behaviour trees to AI
Refactoring in preparation of the move to Behave 2
Removed unused movement mask
Removed explicit stair handling from AI controller for performance reasons
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
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
Unity keeps modifying this file
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
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
Refactored all the things
Added hacky but working wolf AI to the AI test scene
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Refactoring
Added wolf prototype to AI test scene
Made the context map decision get influenced by pushing forces adjacent to the primary direction
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Fixed cylinder obstacle closest point calculation Y value
Removed some calculations that aren't required from the waypoint following script
Made decision direction interpolation smoother
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Added visiblity mask and center / forward properties to AI entity
Updated AI test scene & tweaked obstacle avoidance slightly
Made follow behaviour direction bloom more sane
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made AI system correctly handle inactive dangers, interests and obstacles
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Made gizmos utility backup and restore matrix if modified within a method
Moved interest and danger gizmos drawing to AI entity
Fixed OBB closest point calculation fuckup
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
Made stuff use GizmosUtil where it makes sense
Unity keeps modifying this
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)