userMaverickcancel

1,178 Commits over 335 Days - 0.15cph!

Yesterday
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
Yesterday
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target) - Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
Yesterday
Force crouching on flanks (again, felt better actually)
Yesterday
- Tweak surprise condition - Improve surprise vis logging
5 Days Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
5 Days Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
5 Days Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
5 Days Ago
Fix scientist turning to face target before fully noticing it
5 Days Ago
- Move reaction time logic to sense component instead of shooting component - Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
5 Days Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
5 Days Ago
Increase time between noticing the player and shooting them when they are far away
5 Days Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
5 Days Ago
Merge from main
6 Days Ago
- Reduce grenade overshoot as it was overshooting the oilrig crane - Increase grenade damage - Better debug visualizations for camping - Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
6 Days Ago
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
6 Days Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
6 Days Ago
- Have scientists throw grenades on players camping a single spot for a long time (first pass) - Don't sprint when flanking, we need to keep looking in the target direction not just ahead
7 Days Ago
Fix grenade explosions not being heard by scientists
7 Days Ago
Prevent potential bug if scientist reaction time is ever set to 0
7 Days Ago
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
7 Days Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
7 Days Ago
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
7 Days Ago
Add todos comment highlighting potential issue
7 Days Ago
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
7 Days Ago
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points. - Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
8 Days Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
8 Days Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
8 Days Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
8 Days Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
8 Days Ago
Fix scientist returning to fast to patrol when enemy is still nearby
8 Days Ago
Add classic headshot crosshair and audio notify to new scientists
8 Days Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
8 Days Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
8 Days Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
8 Days Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
9 Days Ago
Better naming and parameters in npc shooting component
9 Days Ago
Simplify scientist shooting logic
9 Days Ago
Spawn new scientists on small oilrig
9 Days Ago
Reduce odds of scientists charging
9 Days Ago
- Vary angles, don't be predictable and peek from the same place twice - Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
9 Days Ago
Fix scientists not reacting to loud gun sounds when patrolling
9 Days Ago
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
9 Days Ago
- Fix scientists being able to see through some covers (pallets, pipe piles) - Better line of sight debugging
9 Days Ago
Fix new scientists not being able to open doors
9 Days Ago
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
10 Days Ago
10 Days Ago
Reduce odds of re-hiding after peeking
10 Days Ago
Reduce odds of flanking
10 Days Ago
Improve and simplify flanking pathfinding
10 Days Ago
Don't allow partial paths when flanking