userandrecancel

12,611 Commits over 3,897 Days - 0.13cph!

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)
10 Years Ago
Made cylinder obstacle gizmo look like a cylinder
10 Years Ago
Added current decision gizmo to AI entity
10 Years Ago
Improved context map decision making
10 Years Ago
Made FollowWaypoint target distance configurable
10 Years Ago
Those two gizmos are no longer required
10 Years Ago
Added debug gizmo to behaviour base class
10 Years Ago
Added target distance to follow behaviour Fixed max per-behaviour max distance being ignored by follow behaviour
10 Years Ago
Refactored danger system
10 Years Ago
Made AI handler always execute in-editor
10 Years Ago
Added some basic AI script descriptions
10 Years Ago
Coder-art-fixed the menu background terrain height being off
10 Years Ago
Restored menu background terrain Added normal mapping to menu background terrain
10 Years Ago
Those seem to be unused
10 Years Ago
Only execute AI handler on server
10 Years Ago
Time to get this to main to keep the branch from diverging
10 Years Ago
Updated AI test scene
10 Years Ago
Replaced cylinder obstacle height with extents (= height / 2)
10 Years Ago
Merge preparations
10 Years Ago
Made obstacle closest point checks 3D
10 Years Ago
Merge from main