branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
99 Commits over 273 Days - 0.02cph!
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again)
- Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
Temporarily disable friendly fire on scientists until we improve shooting logic
- Fix oilrig being considered in water by scientists
- Allow reacting to noises not necessarily coming from the current target when investigating
- Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike)
- Fix enemy being marked as visible when just heard or when hit by a bullet
Fix scientist not rushing to investigate noises when searching
Fix scientists getting stuck in search recursion
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water)
- Fix getting stuck in search state
- Fix scientist heading to a different floor when strafing
- Make scientist head towards LKP instead of actual player pos
- Add scientist search behavior when reaching LKP but no player is there
- Simplify FindLKP
- Fix FSM getting stuck in "roaming"
- Adapt killscientists command to kill new scientists
- Fix NRE on scientist death
- Fix target lost transition not working properly
- Simplify FSM
Don't add scientist brain twice
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
Have scientist briefly strafe and use suppressing fire before turning and sprinting to a distant cover
Have them crouch and sneak instead if the cover they want to go to is very close
Make scientists look towards where they "think" the player is, not where the player actually is
Make scientist not be able to shoot when they are sprinting
When generating covers, automatically delete previously spawned sub monuments
Add some randomness to the scientist peek timings
Setup new scientist animation system
Fix scientist corpse prefab ID not being updated after folder move
Make scientists reposition when they realize they are flanked
Fix covers not facing the right way when converted from a prefab local space to world space
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side
Have scientist try to guess your current location based on where they saw you last
Renaming crouch to duck for consistency
First pass on scientists peeking out of tall and low cover
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
Have scientists only crouch when their cover is low