686 Commits over 184 Days - 0.16cph!
Fix tiger anim pops when sleeping and roaming
Remove unused max walking speed
Add placeholder sounds for the tiger
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
Reassign tiger skeleton bones
Forward OnDied to entity component
Override hurt now that we have the method
Cherry pick entity component hurt method addition
Setup tiger fsm and hook anims
Setup look anim and spine anim
Add one-shot anims to animator
Create tiger skeleton assets (ragdoll not setup)
Hook tiger model to prefab
Rename and move tiger protection asset
Set up crocodile required gameplay assets
Delete unused tiger static mesh
Generate root motion data for existing anims
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
Fix vddraw never showing scientist aim
Fix scientists being able to shoot a last bullet upeon dying
Allow scientists to retreat after close range scuffle lasted long enough
Have scientists try to predict which angle the player will pop from and wait, to prevent scientists flanking too agressively to acquire a direct LoS
Fix scientists taking too many risks when repositionning
Add reaction time to scientists to avoid unreactable peeks
Fix heli targeting scientists
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Forward the Hurt call from entity to entityComponent
Prevent scientists moving too close to player when seeking cover
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Fix scientists footstep sounds not playing correctly
When peeking scientists will hide deeper behind corners and only peek tightly, instead of staying just behind the corner (almost sicking out) and always peeking wide
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
Prevent scientists from sneaking if they need to get into cover asap
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers