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1,270 Commits over 365 Days - 0.14cph!

Today
Go over cases where scientists can react too fast to noise / being hurt, and improve them
Today
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
Today
Setup new heavy scientist prefab and get them to bet dropped by the chinook
Today
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
Yesterday
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary
6 Days Ago
Fix scientists looking at your feet instead of your head
7 Days Ago
Merge from main
7 Days Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
7 Days Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
7 Days Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
7 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration
7 Days Ago
Merge from main
7 Days Ago
Fix client server directives compile errors
7 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
7 Days Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
7 Days Ago
Fix error from missing param in animator
7 Days Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
8 Days Ago
Fix oversight in previous fix
8 Days Ago
Fix long range spotted debug being wrong
8 Days Ago
- Better debug drawing of cones (more 3D) - Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos) - Allow looking up and down not just sideways
8 Days Ago
Fix DrawCone not properly handling non 2D directions
8 Days Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
8 Days Ago
- Fix LKP not being updated correctly when hearing new noises - Fix melee weapons making big noises - Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
10 Days Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
13 Days Ago
Disable horizontal spine rotation
13 Days Ago
Re-enable scientist procedural aim up/down
13 Days Ago
Fix sprinting players not being noticed by scientists fast enough, and crouching players being noticed too fast
14 Days Ago
Balance scientists vehicle awareness
14 Days Ago
Make horse riding players more visible to npcs
14 Days Ago
Add convar to tweak npcs health
14 Days Ago
Potential fix for all scientist placeholder audio being feminine on some systems
14 Days Ago
Have scientists coordinate a push together when throwing a smoke grenade
14 Days Ago
Still shoot when panicking, just be inaccurate, looks less silly
14 Days Ago
- Have scientists notice a player 1.5 times faster based on playtest feedback - Have scientists spot vehicles from further away
14 Days Ago
Cherry pick 124380, fix memory leaks when vine tree falls or animal spawns
14 Days Ago
Fix other pooled list leaks
14 Days Ago
Fix more pooled list leaks
14 Days Ago
Add missing "using" to properly free the pooled list in State_Flank
15 Days Ago
Have scientist only ask their closest ally to help in a rush, not the whole squad
16 Days Ago
- Replace f1 grenade with smoke grenade - Add support for custom expiration time for blackboard facts
16 Days Ago
- Add option to specify priority of voice lines - Encapsulate speaking logic into a separate component
16 Days Ago
- When staying in cover, try to hold a likely angle the player could come from - Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback) - More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
16 Days Ago
Remove allocs in flanking state
16 Days Ago
Make leaving zone during rush more robust
16 Days Ago
Merge from main
16 Days Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
16 Days Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
17 Days Ago
Fix scientists not shooting back when sniped from very very very far away
17 Days Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
17 Days Ago
Prevent shooting too long at where target was after it left