branchrust_reboot/main/ai_wolf_iterationcancel
490 Commits over 153 Days - 0.13cph!
exported edited wolf attack ledge rm animation
Fix wolves not fleeing when damaged when their target is inside a safe zone
Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes
This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
Add bark and footstep audio to new jump anim
Implement wolf headress effect on wolves
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Reduce wolf vision range at night
Correctly return state failure when pathfinding failed
Prevent wolf from charging for too long
Fix wolf sometimes getting stuck in charge
Add log when state finishes but has no end transition
Fix wolf standing still when circling into a wall
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
Make wolves give up even faster if you are mounted
Makes it easier to sneak on wolves when they are eating
Clean up sight code
Add better sight vislogs so we can debug exactly which cone caused the sighting
Fix wolves slowing down as they flee
Revert switch to unity's async pathfinding, it causes more bugs than it solves
Fix wolf jumping into cars
Fix wolves jumping into cars
Fix wolves jumping into cars
exported updated wolf ledge attack animation
Fix wolves leaping too far
Fix wolf thinking the player is reachable when they are not, because of unity async paths returning "complete" instead of "partial" even when they are partial, potentially because of the hidden large projection they do
Hook last version of jump anim, and re-annotate the motion warping timings
Apply out of navmesh root motion when not in the air
Tweak the wolf dynamic vision range:
Reduce base wolf vision by 5m
Player crouching = 50% range
Player sprinting = 130% range (no change)
Crouching now allows getting in melee range if you approach a wolf from behind
exported updated wolf attack ledge animation
Polish jump trajectory and weightiness
exported updated wolf attack ledge animation
Improve the fidelity of the wolf high jump using a bespoke animation
Add a telegraph before jumping
Make it dodgeable with enough space by running before the wolf lands
Give more time to hit the wolf before it jumps back
exported updated wolf attack ledge animation
Fix anim montage generation not properly ignoring locomotion anims
Add debug commands for visualizing NPC acceleration, deceleration and gait