10,614 Commits over 4,413 Days - 0.10cph!
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Added debug gizmo to behaviour base class
Those two gizmos are no longer required
Made FollowWaypoint target distance configurable
Improved context map decision making
Added current decision gizmo to AI entity
Made cylinder obstacle gizmo look like a cylinder
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
Unity keeps modifying this
Made stuff use GizmosUtil where it makes sense
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
Fixed OBB closest point calculation fuckup
Moved interest and danger gizmos drawing to AI entity
Made gizmos utility backup and restore matrix if modified within a method
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Made AI system correctly handle inactive dangers, interests and obstacles
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made follow behaviour direction bloom more sane
Updated AI test scene & tweaked obstacle avoidance slightly
Added visiblity mask and center / forward properties to AI entity
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Made decision direction interpolation smoother
Removed some calculations that aren't required from the waypoint following script
Fixed cylinder obstacle closest point calculation Y value
Improved AI decision quality and performance of decision making
Improved obstacle avoidance
Updated AI test scene with more complex obstacles
Made the context map decision get influenced by pushing forces adjacent to the primary direction
Refactoring
Added wolf prototype to 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
Refactored all the things
Added hacky but working wolf AI to the 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
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
Unity keeps modifying this file
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
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
Removed explicit stair handling from AI controller for performance reasons
Removed unused movement mask
Refactoring in preparation of the move to Behave 2
Added behaviour trees to AI
Made AI walk animation get set directly from velocity
Fixed animal meshes being spawned way off relative to their parent transform