branchrust_reboot/main/ai_wolf_iterationcancel

351 Commits over 92 Days - 0.16cph!

Today
Fix wolf slowing down before jumping on foundation
Yesterday
Have wolf smoothly decelerate instead of stopping dead in its tracks
Yesterday
Fix wolf glitching out visually when jumping on foundation when the server frame-rate is low
Yesterday
Expose convar for wolf max per frame budget
3 Days Ago
Fux compile errors
3 Days Ago
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3 Days Ago
Make wolf foundation jump more consistent
4 Days Ago
Add new anims to wolf
5 Days Ago
The wolf can now lie down or scratch its ears instead of just standing still
5 Days Ago
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5 Days Ago
Refactor wolf fsm to be easier to maintain and extend
12 Days Ago
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12 Days Ago
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12 Days Ago
- 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
12 Days Ago
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
12 Days Ago
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)
12 Days Ago
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)
13 Days Ago
Fix immortal wolves
14 Days Ago
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14 Days Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
14 Days Ago
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15 Days Ago
Fix wolves not comming to help their allies under some cirumstances
15 Days Ago
Fix wolves absolutely wrecking cars with their attacks
15 Days Ago
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15 Days Ago
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
15 Days Ago
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
15 Days Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
15 Days Ago
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15 Days Ago
Potential fix for wolves jagged jumps
15 Days Ago
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
16 Days Ago
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16 Days Ago
Fix animals walking through crates and barrels
16 Days Ago
Fix wooden covers not carving navmesh
16 Days Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
16 Days Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
16 Days Ago
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16 Days Ago
exported wolf swim animation
16 Days Ago
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16 Days Ago
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16 Days Ago
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16 Days Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms
16 Days Ago
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17 Days Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
17 Days Ago
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
18 Days Ago
Reduce wolf flee speed
18 Days Ago
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
18 Days Ago
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18 Days Ago
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
18 Days Ago
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18 Days Ago
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