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349 Commits over 334 Days - 0.04cph!

52 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
52 Days Ago
Fix error from missing param in animator
52 Days Ago
- 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
53 Days Ago
Fix oversight in previous fix
53 Days Ago
Fix long range spotted debug being wrong
53 Days Ago
- 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
53 Days Ago
Fix DrawCone not properly handling non 2D directions
53 Days Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
53 Days Ago
- 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)
55 Days Ago
- 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)
58 Days Ago
Disable horizontal spine rotation
58 Days Ago
Re-enable scientist procedural aim up/down
58 Days Ago
Fix sprinting players not being noticed by scientists fast enough, and crouching players being noticed too fast
58 Days Ago
Balance scientists vehicle awareness
58 Days Ago
Make horse riding players more visible to npcs
58 Days Ago
Add convar to tweak npcs health
58 Days Ago
Potential fix for all scientist placeholder audio being feminine on some systems
58 Days Ago
Have scientists coordinate a push together when throwing a smoke grenade
58 Days Ago
Still shoot when panicking, just be inaccurate, looks less silly
58 Days Ago
- Have scientists notice a player 1.5 times faster based on playtest feedback - Have scientists spot vehicles from further away
59 Days Ago
Fix other pooled list leaks
59 Days Ago
Fix more pooled list leaks
59 Days Ago
Add missing "using" to properly free the pooled list in State_Flank
60 Days Ago
Have scientist only ask their closest ally to help in a rush, not the whole squad
60 Days Ago
- Replace f1 grenade with smoke grenade - Add support for custom expiration time for blackboard facts
60 Days Ago
- Add option to specify priority of voice lines - Encapsulate speaking logic into a separate component
2 Months Ago
- When staying in cover, try to hold a likely angle the player could come from - Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback) - More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
2 Months Ago
Remove allocs in flanking state
2 Months Ago
Make leaving zone during rush more robust
2 Months Ago
Merge from main
2 Months Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
2 Months Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
2 Months Ago
Fix scientists not shooting back when sniped from very very very far away
2 Months Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
2 Months Ago
Prevent shooting too long at where target was after it left
2 Months Ago
Bring scientist health back to what it was, hook hazmat protection values on top
2 Months Ago
Prevent noise event boxing and allocation when used in hashset
2 Months Ago
Remove some barks
2 Months Ago
Change push bark
2 Months Ago
Remove another bark, change push bark
2 Months Ago
Remove peek VO
2 Months Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
2 Months Ago
Remove some voice lines that seemed out of place
2 Months Ago
Pre-emptive reload when mag not full and target not seen for a while
2 Months Ago
Reduce noise made by melee and bow
2 Months Ago
Clean up reaction time visualization code
2 Months Ago
Fix shooting scientists not making them aware after reaction time rework
2 Months Ago
Fix bow projectiles not making noise (regression)
2 Months Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
2 Months Ago
Fix hearing and being hit boosting scientist accuracy too fast