1,292 Commits over 365 Days - 0.15cph!
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
Fix HasBrokenWeaponMod GC allocs through Linq
Fix profiler leak in foliage grid
Fix collision not working properly on heavy and shotgun scientists
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
Remove plugin compile defines
- Allow scientists to hear other scientists shots, fix situations where scientists are engaged in a gunfight but their friends don't care if the player doesn't shoot back / has a silent weapon
- Pull reload sounds directly from the weapon instead of copying them in another array
Fix "move called twice in same frame" warning
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
Fix new scientist getting stuck on large oilrig doors
Set new scientist and heavy scientist health to have similar TTK as old scientists despite not having bullet resistance. It makes balancing damage easier, but the formula I should have used is health/(1-resistance) not health*(1+resistance) so my previous change was wrong.
Make silenced weapons harder to hear for scientists
Increase heavy scientist health to match old one
Fix scientist shotgun reload sounds
Fix heavies walking into players
Fix shotgun location in hand
- Correct icon and localization of new scientists
- Add prototype shotgun scientist with different behaviour
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push
- Makes scientists walk instead of jog
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
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