branchrust_reboot/main/ai_wolf_iterationcancel
490 Commits over 153 Days - 0.13cph!
Hook new wolf growl anim, make animator state generator case instensitive
Rewrite PooledList to be IPooled and IDisposable, allowing it to be part of using statements and free itself when leaving scope
exported Wolf_GrowlRunToWalkBack animation
Have fsm UI states sync their name with the actual runtime state instance
Add labels to transitions in fsm UI
Derive graphview edges to store fsm transition information directly in them
Fix undo not working when renaming fsm nodes in the UI or changing state properties
FSM UI now properly add new states at mouse location
Add option to export code only FSMs to graphviz to help porting existing FSMs to the new UI
Reduce occurences when one wolf is injured and other wolves keep circling slowly instead of coming to help or fleeing
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
Add helpful warning messages when PolymorphicDrawer fails
Simplify polymorphic attribute drawer code
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
Serialize state tags instead of hardcoding them, partial port of the code FSM to the new UI
Allow loading fsm scriptable objects into the runtime fsm component
Improve fsm editor UX, create new states next to currently selected ones, link them, and select the new one
Clean up serialized data containing fields that don't exist anymore
Generate code and manifest
Add fsm UI support for tag transitions, complete transitions, start states and link states
Allow changing state and transition classes, currently breaks when undo
Clean up FSM ui code, fix bug when removing state would corrupt the asset
Prevent duplication state connections, add method to deep copy a fsm
Allow fsm transition editing in the new UI
Add placeholder audio for the wolf
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
Prevent wolves beelining and being too easy to shoot when flanking at long range, merge unreachable state and flee state
Hook new wolves to population, allow spawning packs
Replace entity queries with query.process, prevent growl spam, pass target when intimidated
Fix wolf leap attack being too spammy
Fix wolves being sitting ducks around lit campfires, or being too easily cheesed with torches
Fix wolf not following players moving away with lit torches
Add torch to bow editor loadout
Have wolves look at their prey when circling
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
Have wolves react to campfires
Have EntityQuery.ProcessInSphere<T> cast to the chosen type, fix wrong time warning labels
Have wolves react to player torches
Add new methods to grid and BaseEntity.Query to remove the need for a static array
Fix client / server compile errors
Fix scoring and ranking of potential destinations not being respected