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1,359 Commits over 396 Days - 0.14cph!

Today
Fix formatting in RebindSkinnedMeshRenderer
Today
Fix heavy scientist sometimes still turning too fast to face player or noise
Today
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
Today
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
Today
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
3 Days Ago
Sort categories and entities alphabetically in ai demos viewer
3 Days Ago
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
6 Days Ago
Add todo to remember accounting for ducking when estimating muzzle pos server side
6 Days Ago
Add random pitch to backpack hit sound
6 Days Ago
Prevent scientists shooting when their eyes are unobstructed but their weapon muzzle is. Some work is still needed to have them reposition to avoid the obstruction or take cover.
6 Days Ago
Add placeholder high pitch metal impact sound when heavy backpack weakspot is hit
6 Days Ago
Fix heavy facing wrong direction after clearing a corner, and staying far instead of constantly advancing
6 Days Ago
Separate heavy weakspot health from their main body health, makes it more intuitive
6 Days Ago
Fix scientist bullets sometimes being invisible by removing particle scale component, todo check with Petur if that can cause issues
6 Days Ago
Fix heavy scientist ground check trace hitting their own backpack, resulting in them randomly hovering
6 Days Ago
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS - Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
7 Days Ago
Add heavy voicelines to ask his teammates to flank when players waste their time shooting his front armor, not hooked yet
7 Days Ago
Do not send RPCs for bullets bouncing off heavy's armor. It'll add unecessary network overhead and delays, just do it on the clients. This requires forwarding OnAttacked to EntityComponents and renaming resource dispenser's OnAttacked.
7 Days Ago
Make heavy more resistant to bullets from the front, but their ammo/fuel backpack will explode and instakill them on hit
10 Days Ago
Build manifest to be able to spawn scientists (got erased from merge)
11 Days Ago
Create custom inspector to make editing voicelines easier, stop using the "bark" term and try to always use "voiceline"
11 Days Ago
Refactor voicelines to replicate with voiceline index instead of voiceline hash, also allows per-category cooldown work to start
11 Days Ago
Refactor voiceline system to use audioclips instead of procedurally generating audio at runtime, todo now make cooldowns use voiceline type not exact text as id
11 Days Ago
Bake windows placeholder robot voices into audioClips, as people get different voices depending on their machine, sometimes even female. It'll also be easier to replace with proper voice recordings before release.
11 Days Ago
Prepare some voiceline variations so that they don't repeat the same things too much
12 Days Ago
Merge from main
13 Days Ago
Potential fix for "eject pistol shell not found" warning spam
13 Days Ago
Fix scientists potentially using the reload last frame pose instead of the aiming pose
13 Days Ago
Merge from ai_scientist_iteration, potential fix for footstep NRE
13 Days Ago
Potential fix for footstep NRE
13 Days Ago
Tweak voicelines
13 Days Ago
Merge from ai_scientist_iteration
13 Days Ago
Fix compile error
13 Days Ago
Improve lkp vislog
13 Days Ago
Fix target position guess not working properly
13 Days Ago
Make visual logger save faster, making it more usable on large numbers of NPCs
14 Days Ago
Add vislog for lkp
14 Days Ago
Merge from ai_scientist_iteration
14 Days Ago
When scientists are very far, their calculations to decide which angle to hold are simplified, leaving more resources to closer scientists
14 Days Ago
When peeking, scientists that didn't see the target for a while will get less budget unless they are in the same zone, this avoids scientists on the oilrig top floors wasting the global scientist budget when peeking is obviously impossible
14 Days Ago
- Make it more likely for a scientist on the same floor to assist or respond to orders, instead of a scientist from another floor - Fix bug where scientists would ask help for a push, one would agree, but a third one that's not even involved would play the voiceline "copy"
14 Days Ago
Rerun s2p on oilrig scenes, as after merge they were spawning old scientists
14 Days Ago
Decrease old AIs frame budget, increase new AIs frame budget by same amount
14 Days Ago
Potential fix for scientists sometimes not reacting to being shot when hunkered down in cover
14 Days Ago
Merge from main
14 Days Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
15 Days Ago
- Add death bark (disabled for now) - Add fallback for index out of range issue when path succeeds but there is only one point
15 Days Ago
- Make scientists have conversations instead of speaking to themselves - Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
15 Days Ago
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
17 Days Ago
- Fix scientist staring at walls as if they were taking a leak when patrolling - Make sure scientists are always limited by a turning speed, and can't snap turn