branchrust_reboot/main/ai_wolf_iterationcancel

406 Commits over 153 Days - 0.11cph!

1 Year Ago
Fix wolves moving a few cm below ground level in some areas like zipline platforms
1 Year Ago
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
1 Year Ago
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
1 Year Ago
When composite fsm transition fails, vislog exactly which sub transition succeeded, which failed and which were skipped, to help narrow down bugs
1 Year 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
1 Year Ago
Fix wolves dying when they see a prey before the navmesh is built
1 Year Ago
Fix error spam about animator param not found
1 Year Ago
Attempt to fix root motion anim asset being marked as changed when opened on another machine
1 Year Ago
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
1 Year Ago
Fix fireball emission potentially not only being enabled when fireballs are stationary
1 Year Ago
If fire is ignited while wolves are very close, they will retreat instead of just slowing down to give better feedback that fire worked
1 Year Ago
Fix fireball isStationary compile error when compiling in None mode
1 Year Ago
Change wolf behaviour so that it doesn't get used to fire and start ignoring it once the player gets too close Now it'll attack despite the fire if the player is too close, but stay defensive and use hit and run tactics instead of hyper-aggression through fire
1 Year Ago
Fix fireball not be set to rest when it should have been
1 Year Ago
exported wolf run attack shorter anim and edited wolf prowl anim
1 Year Ago
Make wolves run away if they are hit by fire, improve blackboard vislog
1 Year Ago
Make flame thrower and fire arrow more reliably scare wolves
1 Year Ago
If a wolf is stuck while roaming, kill it to save perf
1 Year Ago
Compute anim hashes to not reimport them when they didn't change
1 Year Ago
Fix wolves that are stuck spamming pathfinding and traces
1 Year Ago
Fix wolves not properly following players carrying fire
1 Year Ago
Allow removing keys from bb component
1 Year Ago
Fix wolves stopping right in front of players without attacking sometimes
1 Year Ago
When getting too close from fire, have wolves perform a feint and attack anyway (it was weird standing super close to them without them attacking or fleeing) You can still swing the torch to drive them away, but they'll get progressively closer if you're not swinging Fix wolves charging despite fire in some circumstances
1 Year Ago
Fix wolves not playing growl anim anymore when startled by fire (regression) Have wolves veeeery slowly approach when fire is present, to make it clearer that just standing still for a long time is not a good idea
1 Year Ago
Fix wolves making crazy leaps onto player rooves or at players on top of ladders
1 Year Ago
Fix wolves not stopping eating when friend nearby gets hit (bros before steaks) Fix wolves often charging instead of circling Fix wolves barking mid fight when very close Give wolves some mix-ups between charge and circle to be slightly less predictable when reacting to hits
1 Year Ago
Fix fireball NRE when show fire convar is true, instead of only being considered on fire when stationary, fireballs are always considered on fire
1 Year Ago
Update the fire flag on the bow when using fire arrows and aiming, so they can work to scare wolves away
1 Year Ago
Mege from main
1 Year Ago
Bump protocol network
1 Year Ago
Properly replicate meat stack size shrinking as wolf is eating
1 Year Ago
Drop BaseEntity AddComponent extension method and just declare straight up `AddComponent`
1 Year Ago
Fix containers not opening Caused by cache and order of operations changing with BaseEntity Components
1 Year Ago
Have wolves spend a longer time eating larger meat stacks
1 Year Ago
Fix hitinfo being recycled while the wolf was holding a reference to it When some food is unreachable, remove it from the grid and put the state on cooldown for performance Don't try to eat food that's moving (eg still falling to the ground)
1 Year Ago
Add more perf markers to nav agent
1 Year Ago
Allow wolves to perceive other NPCs through occluders, but not players
1 Year Ago
Have wolves prioritize players that attack them over animals they are hunting
1 Year Ago
Fix bug where wolves were faster than light
1 Year Ago
Reduce the speed at which wolves eat a corpse
1 Year Ago
Add more ai debug toggles to rust editor
1 Year Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
1 Year Ago
Cache actions to prevent allocs with Invoke and CancelInvoke
1 Year Ago
Add more detailed profiler markers to fsm
1 Year Ago
Fix wolves looking at random players (wolves are pooled on client, so we need to reset their lookat target)