branchrust_reboot/main/ai_wolf_iterationcancel

490 Commits over 153 Days - 0.13cph!

1 Year Ago
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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
1 Year 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
1 Year 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)
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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)
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Fix immortal wolves
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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
1 Year Ago
Fix wolves absolutely wrecking cars with their attacks
1 Year Ago
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1 Year 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
1 Year 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
1 Year Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
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Potential fix for wolves jagged jumps
1 Year 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
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Fix animals walking through crates and barrels
1 Year Ago
Fix wooden covers not carving navmesh
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Fix wooden barricades not carving navmesh as opposed to other barricades
1 Year Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
1 Year Ago
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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
1 Year 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
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Reduce wolf flee speed
1 Year Ago
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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Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
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Fix wolves dying when they see a prey before the navmesh is built
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Fix error spam about animator param not found
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
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Add footstep sounds to new wolf anims
1 Year Ago
Add placeholder audio to wolf attack and hit
1 Year Ago
Reduce wolves mass to reduce the impact their make on vehicles when attacking Fix IsNpc returning false on client for wolves Fix wolf appearing as "wolf2" when killing a player and not being translated Fix wolf achievements and stats