branchrust_reboot/main/ai_wolf_iterationcancel

490 Commits over 153 Days - 0.13cph!

9 Months Ago
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9 Months Ago
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9 Months 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
9 Months 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
9 Months 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)
9 Months 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)
9 Months Ago
Fix immortal wolves
9 Months Ago
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9 Months Ago
Fix wolf staring and stepping forward states not being properly reacting to fire, increase the distance wolves flee from fire
9 Months Ago
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9 Months Ago
Fix wolves not comming to help their allies under some cirumstances
9 Months Ago
Fix wolves absolutely wrecking cars with their attacks
9 Months Ago
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9 Months 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
9 Months 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
9 Months Ago
Consolidate the way wolves filter preys Fix ai.addIgnorePlayer not working for the new wolves
9 Months Ago
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9 Months Ago
Potential fix for wolves jagged jumps
9 Months 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
9 Months Ago
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9 Months Ago
Fix animals walking through crates and barrels
9 Months Ago
Fix wooden covers not carving navmesh
9 Months Ago
Fix wooden barricades not carving navmesh as opposed to other barricades
9 Months Ago
Fix wolf looking behind them too much when fleeing Smooth out wolf neck movement
9 Months Ago
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9 Months Ago
exported wolf swim animation
9 Months Ago
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Fix wolves moving a few cm below ground level in some areas like zipline platforms
9 Months Ago
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9 Months Ago
Check if navmesh if ready on wolves, even if movement is currently disabled
9 Months 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
9 Months Ago
Reduce wolf flee speed
9 Months Ago
Fix legacy wood piles and some divesite props meshes not being readable, causing navmesh to complain when building
9 Months Ago
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9 Months Ago
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
9 Months Ago
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10 Months Ago
Fix wolves jumping to players still in mid air, change sample navmesh method signature to be more intuitive, add owner field to fsm transitions
10 Months Ago
Fix wolves dying when they see a prey before the navmesh is built
10 Months Ago
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Fix error spam about animator param not found
10 Months Ago
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Attempt to fix root motion anim asset being marked as changed when opened on another machine
10 Months Ago
Add footstep sounds to new wolf anims
10 Months Ago
Add placeholder audio to wolf attack and hit
10 Months 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