j.foucher
  • Joined on 2023-11-28
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-09 10:44:21 +00:00
15871be9e9 Remove plugin binaries from tracking, add Plugins/*/Binaries/ to gitignore
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-07 10:44:46 +00:00
fda2e4e32f Add .gitattributes to normalize line endings across machines
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-07 10:39:47 +00:00
e32c53ffd6 Remove Live Coding patch files from tracking, add *.patch_* to gitignore
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-03 17:30:33 +00:00
66171cc0bd Add ElevenLabs Tool system, update ConvAgent binaries and cleanup patches
c1afddc8b7 Add Scripted state and bAutoStartBehavior for external NPC control
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-03 06:32:13 +00:00
a31ac1d782 refactor
661e8c66ac Add CVar debug system: ps.ai.Behavior.Debug controls all diagnostic logs
b473fcda22 Defer BodyExpression activation to first agent speech, demote spammy logs to Verbose
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-02 14:27:14 +00:00
c32aba9902 Add local VAD and conversation-driven NPC pause
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-02 11:02:45 +00:00
90bee03b44 Gaze bridge cleanup: revert premature conversation pause, clean up diag logs
d9fb46bc96 Add gaze bridge: behavior-driven look-at via ConvAgent GazeComponent
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-04-01 17:53:58 +00:00
d471714fbd Fix rival faction detection: include Faction in fallback TeamId resolution
af93194f48 Multiple fixes: threat decay per profile, state hysteresis, spline pathfinding, attack readiness
f5897b46cc Remove unused Loyalty/Discipline traits, lower Aggressivity combat threshold to 0
de3a5310f4 Update tooltips and comments: fix outdated references, clarify personality modulation
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-31 18:43:37 +00:00
78149fffcd Add personality-driven Combat/Cover cycle with BB PreferCover key
b60086d107 Add server authority checks for networking safety
d6325b373d Fix IsCoverNeeded decorator: resolve AimTargetActor to owning Pawn
011bfcf62a Add uncrouch on state change and flee: civilians stand up when leaving cover
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-31 14:39:17 +00:00
44f7e860aa Cover system Phase 8: EQS filter fix, LOS lateral spread, omniscient threat awareness, debug improvements
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-30 19:21:35 +00:00
86d3ae118d Cover system Phase 7: flanking detection, EQS tuning, target persistence, MoveTimeout safety
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-30 15:54:16 +00:00
9aaf16c655 WIP: Cover system firing position, IsCoverNeeded decorator, EQS contexts
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-30 05:49:15 +00:00
98f0dbdce5 Add cover system LOS checks, crouch interface, and EQS refinement
25abd59512 Fix EQS firing position: invalid BB vector check, AlreadyAtGoal fallback
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-28 10:19:37 +00:00
59a23e61db Add EQS LineOfSight test, LOS combat plan, and updated binaries
65b86e2fbd Fix combat BT stuck on spline, LOS through target capsule, NoTeam targeting
2588883a1c Fix perception to separate Pawn (team checks) from ThreatTarget (aiming)
e7c3598dce Fix combat cycle, spline resume, team identity, and debug system
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j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-27 07:14:50 +00:00
0c4c409ebc add binaries
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-26 19:04:57 +00:00
137aeb5953 Update CLAUDE.md with PS_AI_Behavior architecture and testing status
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-26 19:03:16 +00:00
eb5113ea30 Fix TeamId auto-assignment and interface default implementations
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-26 17:42:31 +00:00
1799ba28c0 Delegate combat to Pawn via IPS_AI_Behavior interface
j.foucher pushed to main at j.foucher/PS_AI_Agent 2026-03-26 17:02:49 +00:00
9d054cc46f Fix BT state transitions, attack persistence, and hostile team switching