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608 Commits over 153 Days - 0.17cph!

Today
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
Today
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
Today
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
Today
Clean up folders
Today
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
3 Days Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
3 Days Ago
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3 Days Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
3 Days Ago
Clean up aim code
3 Days Ago
Fix invis NRE when invis player is killed
5 Days Ago
Scientist accuracy now depends on what the player is doing not only distance
5 Days Ago
Clean up burst logic
5 Days Ago
Modify sight checks to use bounding box top instead of bottom
5 Days Ago
Make bursts feel more natural
5 Days Ago
First pass on making scientist aiming feel fairer
6 Days Ago
Fix NRE caused by new scientist missing a component that wolves have
6 Days Ago
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6 Days Ago
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6 Days Ago
Remove redundant allies vislog
6 Days Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
6 Days Ago
Add vislog to confirm that fallback roam EQS works correctly
7 Days Ago
Fix compile errors
7 Days Ago
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
7 Days Ago
Fix merge compile errors
7 Days Ago
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7 Days Ago
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
7 Days Ago
Add bark and footstep audio to new jump anim
8 Days Ago
Implement wolf headress effect on wolves
8 Days Ago
Merge from ai_wolf_iteration
8 Days Ago
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8 Days Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
8 Days Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
8 Days Ago
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
8 Days Ago
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
8 Days Ago
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8 Days Ago
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
8 Days Ago
Reduce wolf vision range at night
9 Days Ago
Merge from ai_wolf_iteration
9 Days Ago
Fix serialization error
9 Days Ago
Merge from ai_wolf_iteration
9 Days Ago
Correctly return state failure when pathfinding failed
9 Days Ago
Merge from ai_wolf_iteration
9 Days Ago
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9 Days Ago
Prevent wolf from charging for too long
9 Days Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
9 Days Ago
Fix wolf standing still when circling into a wall
9 Days Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
9 Days Ago
Make wolves give up even faster if you are mounted
9 Days Ago
Fix compile errors