branchrust_reboot/main/animalcancel
85 Commits over 31 Days - 0.11cph!
NPC survey is now profiled.
NPC survey now includes total count.
NPC death logs now include the creature's age and what weapon killed it.
Subtracted last commit because it had scene changes.
Reapplied NPC age and murder weapon logging.
Reduced animal attack range.
Animals now slow down while turning.
Foraging now has a separate duration property.
Stag now flee half as far.
added boar idle/walk/run animations for various states ( tired / angry )
added boar and wolf flinching (stationary / moving)
fixed some issues with the bear anim controller.
Merged changes from main.
Fixed animal trap interest.
Animals now accelerate 30% slower.
fixed bug with the stag running like it's on crack cocaine.
added tired/angry states to the stag.
added flinching for the stag and bear.
Merged changes from main.
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.
Started refactoring AI decisions.
Fixed how AI decisions calculate target intensity.
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
Added decision states to AI prefab.
Merged changes from main.
Set up AI decision curves.
NPCAI now uses Decision.State.
Merged changes from main.
Decision.State now works with AITarget.
Merged changes from main.
AISense.Think no longer called twice.
Fixed NPC animation state.
NPC now flinch when attacked.
Animals now sleep in the woods instead of directly on their spawn point.
Sleeping animals are no longer disturbed by resource nodes.
Removed fake CanSleep check.
Merged changes from main.
AI now remember their current action's score.
Started to unify flee and retreat.