branchrust_reboot/main/ai_wolf_iterationcancel

246 Commits over 62 Days - 0.17cph!

11 Days Ago
Polish and budget NPC hearing, reduce charge range
12 Days Ago
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12 Days Ago
Improve fidelity of wolf consecutive attacks when the player keeps walking backwards, or is standing still
12 Days Ago
Make wolves react to lit torch swings and projectiles landing near them
12 Days Ago
Wolves can wait longer in a spot while roaming, reducing the number of path queries made by roaming wolves
12 Days Ago
Budget wolf pathfinding
12 Days Ago
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12 Days Ago
Fix sense refresh time not accounting for budgeting delaying refresh
12 Days Ago
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12 Days Ago
Make senses tick instead of being evaluated on demand On demand senses are harder to debug and visualize, as well as only causing a minor performance gain Ticking is more predictable performance wise and easier to keep track of in the frame budget Senses tick faster if a player is near the NPC
13 Days Ago
Setup NPC hearing grid
13 Days Ago
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14 Days Ago
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
14 Days Ago
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14 Days Ago
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16 Days Ago
Allow wolves to target other wildlife again, fix errors when target dies while circling
16 Days Ago
Optimize wolves LoS checks (ignore other wolves, spread computations over multiple frames, pool sight events), also ignore players in safe zones
17 Days Ago
Tweak slope conforming
17 Days Ago
Fix inverted transition in wolf fsm
17 Days Ago
Use GetCornersNonAlloc to avoid unity copying the npc paths everytime they are accessed
17 Days Ago
Cover performance critical code with time warnings
17 Days Ago
Skip entity query distance checks in wolf sight to avoid doing them twice
18 Days Ago
Have the wolve's meshes rotate to follow their movement on slopes, but only the pitch, and only up to 30 degrees
18 Days Ago
Fix wolf anim not always being cancelled on state transitions, add "or" transitions, wolves will now all flee together instead of separating if one is shot while the player is protected by fire or is very far away
18 Days Ago
Merge from main
19 Days Ago
Merge from main
19 Days Ago
Fix compile errors caused by serialized fiels in server only parts of the code
19 Days Ago
Fix editor only code causing compile issues
19 Days Ago
Fix editor only code being used outside of editor directives
19 Days Ago
Add more weapons to editor combat loadout
19 Days Ago
Make targetting component more robust, make wolves react more believably when shot with long range weapons
20 Days Ago
Merge from main
20 Days Ago
Remove test script
20 Days Ago
Conservatively fix compile error caused by #if SERVER
20 Days Ago
Make target component API usage more consistent
20 Days Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
20 Days Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
21 Days Ago
Add distance check option enum to entity query
21 Days Ago
Add profile markers to FSM
21 Days Ago
Add missing profile markers
21 Days Ago
Add profile markers for parts of the codes that can do traces, path queries and entity queries Remove uses of lambdas in entity queries to avoid subtle allocations