1,270 Commits over 365 Days - 0.14cph!
Go over cases where scientists can react too fast to noise / being hurt, and improve them
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
Setup new heavy scientist prefab and get them to bet dropped by the chinook
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
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
Fix scientists looking at your feet instead of your head
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
- Better vislog for neck rotation limit
- Lerp rotation instead of snap
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
Fix error with turret lerpspeed when compiling in NONE configuration
Fix client server directives compile errors
Disable scientist obstacle avoidance as it causes them to get stuck
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
Fix error from missing param in animator
- 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
Fix oversight in previous fix
Fix long range spotted debug being wrong
- 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
Fix DrawCone not properly handling non 2D directions
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
- 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)
- 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)
Disable horizontal spine rotation
Re-enable scientist procedural aim up/down
Fix sprinting players not being noticed by scientists fast enough, and crouching players being noticed too fast
Balance scientists vehicle awareness
Make horse riding players more visible to npcs
Add convar to tweak npcs health
Potential fix for all scientist placeholder audio being feminine on some systems
Have scientists coordinate a push together when throwing a smoke grenade
Still shoot when panicking, just be inaccurate, looks less silly
- Have scientists notice a player 1.5 times faster based on playtest feedback
- Have scientists spot vehicles from further away
Cherry pick
124380, fix memory leaks when vine tree falls or animal spawns
Fix other pooled list leaks
Fix more pooled list leaks
Add missing "using" to properly free the pooled list in State_Flank
Have scientist only ask their closest ally to help in a rush, not the whole squad
- Replace f1 grenade with smoke grenade
- Add support for custom expiration time for blackboard facts
- Add option to specify priority of voice lines
- Encapsulate speaking logic into a separate component
- 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
Remove allocs in flanking state
Make leaving zone during rush more robust
- 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
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
Fix scientists not shooting back when sniped from very very very far away
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
Prevent shooting too long at where target was after it left