Commit Graph

1 Commits

Author SHA1 Message Date
Rokojori 211613e06b NPC Behaviors: movement/fight classes, Smoother Quaternion fix, ThirdPersonCamera lock blend split
- New Behavior/Movements: MoveOnPath, GoToPointBehavior, FleeBehavior, HidingSpot/HideAtSpotBehavior, NavigationBehaviorMovement; BehaviorMovement gained Flee/GetGlobalPosition, CharacterBodyBehaviorMovement moved from raw duration floats to Smoothing-resource exports.
- New Behavior/Fight: FightManager/FightSlot/JoinFight/LeaveFight/IsEngagedInFight/HasAttackPermission/IsAllyAttacking/FightState, mirroring the CameraManager/CameraSlot singleton+slot pattern.
- New Conditions/IsValueBelowThreshold (generic against NumberValue).
- Fixed Smoother.SmoothWithCoefficient(Quaternion...) not renormalizing after Slerp (crashed live after sustained use) and a MathX.SmoothingCoefficient argument-order bug in all three SmoothForDuration overloads.
- ThirdPersonCamera: lock engage/release now blends yaw/pitch (fixing a hard isLocked snap), fixed a yaw-staleness regression from that change, then split the single lock blend into independent focus (lockEngageSmoothing/lockReleaseSmoothing) and orientation (lockOrientationEngageSmoothing/lockOrientationReleaseSmoothing) blends.
- Includes carried-over uncommitted state from the earlier NPC/AI/Behaviours task (Behavior/StateMachine, Receptor/ReceptorBase/ReceptorControl, related Icons) that hadn't been committed yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-10-11 09:51:12 +02:00