branchrust_reboot/main/ai_wolf_iterationcancel

490 Commits over 153 Days - 0.13cph!

1 Year Ago
Hook new wolf growl anim, make animator state generator case instensitive
1 Year Ago
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
1 Year Ago
exported Wolf_GrowlRunToWalkBack animation
1 Year Ago
Merge from main
1 Year Ago
Have fsm UI states sync their name with the actual runtime state instance
1 Year Ago
Add labels to transitions in fsm UI
1 Year Ago
Derive graphview edges to store fsm transition information directly in them
1 Year Ago
Fix undo not working when renaming fsm nodes in the UI or changing state properties
1 Year Ago
FSM UI now properly add new states at mouse location
1 Year Ago
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
1 Year Ago
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
1 Year Ago
Tweaks after playtest feedback: * have wolves interrupt lenghty animations when they are suddenly in danger * injured wolves don't answer to calls for help as it'll just get them killed * less predictable charge patterns to disrupt aiming * higher chase and flee speed
1 Year Ago
Improve wolf senses
1 Year Ago
Add helpful warning messages when PolymorphicDrawer fails
1 Year Ago
Simplify polymorphic attribute drawer code
1 Year Ago
Prevent wolves getting permanently accustomed to fire when they survive a fight with a player that used fired on them, that's because new players encountering those wolves may get confused when they get bitten despite the holding a torch
1 Year Ago
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
1 Year Ago
Allow loading fsm scriptable objects into the runtime fsm component
1 Year Ago
Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
1 Year Ago
Clean up serialized data containing fields that don't exist anymore
1 Year Ago
Generate code and manifest
1 Year Ago
Merge from main
1 Year Ago
Add fsm UI support for tag transitions, complete transitions, start states and link states
1 Year Ago
Allow changing state and transition classes, currently breaks when undo
1 Year Ago
Allow state renaming
1 Year Ago
Clean up FSM ui code, fix bug when removing state would corrupt the asset
1 Year Ago
Prevent duplication state connections, add method to deep copy a fsm
1 Year Ago
Allow fsm transition editing in the new UI
1 Year Ago
Add WIP fsm editor
1 Year Ago
Add placeholder audio for the wolf
1 Year Ago
If you hit a wolf before it spots you, it will run away for a bit, howl to call it's friends, and come back for you
1 Year Ago
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
1 Year Ago
Hook new wolves to population, allow spawning packs
1 Year Ago
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
1 Year Ago
Fix wolf leap attack being too spammy
1 Year Ago
Fix wolves being sitting ducks around lit campfires, or being too easily cheesed with torches
1 Year Ago
Fix wolf not following players moving away with lit torches
1 Year Ago
Add torch to bow editor loadout
1 Year Ago
Have wolves look at their prey when circling
1 Year Ago
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
1 Year Ago
Have wolves react to campfires
1 Year Ago
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
1 Year Ago
Have wolves react to player torches
1 Year Ago
Add new methods to grid and BaseEntity.Query to remove the need for a static array
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fix client / server compile errors
1 Year Ago
Fix scoring and ranking of potential destinations not being respected
1 Year Ago
Undo vislog changes
1 Year Ago
Clean up vddraw