branchrust_reboot/main/ai_wolf_iterationcancel
351 Commits over 92 Days - 0.16cph!
Fix wolf slowing down before jumping on foundation
Have wolf smoothly decelerate instead of stopping dead in its tracks
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Expose convar for wolf max per frame budget
Make wolf foundation jump more consistent
The wolf can now lie down or scratch its ears instead of just standing still
Refactor wolf fsm to be easier to maintain and extend
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- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
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Fix wolves not comming to help their allies under some cirumstances
Fix wolves absolutely wrecking cars with their attacks
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Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Fix ai.killanimals command not killing the new wolves
Put all new AI code in a separate namespace to avoid confusion with old AI framework
Modify codegen to support namespaces
Consolidate the way wolves filter preys
Fix ai.addIgnorePlayer not working for the new wolves
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
Fix animals walking through crates and barrels
Fix wooden covers not carving navmesh
Fix wooden barricades not carving navmesh as opposed to other barricades
Fix wolf looking behind them too much when fleeing
Smooth out wolf neck movement
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exported wolf swim animation
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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
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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