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branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

349 Commits over 334 Days - 0.04cph!

2 Months Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
2 Months Ago
Fix peripheral vision being too strong in combat
2 Months Ago
Reduce scientist health
2 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
2 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
2 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
2 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
2 Months Ago
Quick and dirty voicelines first pass
2 Months Ago
Prepare scientist TTS hooks (for prototyping only)
2 Months Ago
Add TTS for prototyping
2 Months Ago
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
2 Months Ago
Fix compile error
2 Months Ago
Fix scientists sometimes facing away from their target lkp when in cover
2 Months Ago
Prevent scientists from throwing grenades instantly when they lose los
2 Months Ago
Better debug vis for scientist accuracy
2 Months Ago
Fix compile error
2 Months Ago
- Fix scientists being able to shoot when sprinting - Allow scientist to shoot when surprised and offscreen, but not being accurate (to help players pinpoint where they are before getting beamed) - Fix scientist being able to land a shot when they are supposed to be inaccurate, if they are doing suppressive fire
2 Months Ago
Allow scientist to shoot briefly even after they lose LoS
2 Months Ago
Fix being able to see scientist feet through the oilrig floor
2 Months Ago
Fix missing collision on oilrig
2 Months Ago
Fix scientist hearing working counter-intuitively when being sniped
2 Months Ago
Fix headshot damage multiplier not working on new scientists
2 Months Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
2 Months Ago
Fix compile error
2 Months Ago
Potential fix for scientists not reacting well to being sniped
2 Months Ago
Potential fix for scientists not opening doors sometimes
2 Months Ago
Fix scientists shooting super fast
2 Months Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
2 Months Ago
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target) - Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
2 Months Ago
Force crouching on flanks (again, felt better actually)
2 Months Ago
- Tweak surprise condition - Improve surprise vis logging
2 Months Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
2 Months Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
2 Months Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
2 Months Ago
Fix scientist turning to face target before fully noticing it
2 Months Ago
- Move reaction time logic to sense component instead of shooting component - Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
2 Months Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
2 Months Ago
Increase time between noticing the player and shooting them when they are far away
2 Months Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
2 Months Ago
Merge from main
2 Months Ago
- Reduce grenade overshoot as it was overshooting the oilrig crane - Increase grenade damage - Better debug visualizations for camping - Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
2 Months Ago
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
2 Months Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
2 Months Ago
- Have scientists throw grenades on players camping a single spot for a long time (first pass) - Don't sprint when flanking, we need to keep looking in the target direction not just ahead
2 Months Ago
Fix grenade explosions not being heard by scientists
2 Months Ago
Prevent potential bug if scientist reaction time is ever set to 0
2 Months Ago
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
2 Months Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
2 Months Ago
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
2 Months Ago
Add todos comment highlighting potential issue