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branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

356 Commits over 365 Days - 0.04cph!

9 Months Ago
Pre-emptive reload when mag not full and target not seen for a while
9 Months Ago
Reduce noise made by melee and bow
9 Months Ago
Clean up reaction time visualization code
9 Months Ago
Fix shooting scientists not making them aware after reaction time rework
9 Months Ago
Fix bow projectiles not making noise (regression)
9 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
9 Months Ago
Fix hearing and being hit boosting scientist accuracy too fast
9 Months Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
9 Months Ago
Fix peripheral vision being too strong in combat
9 Months Ago
Reduce scientist health
10 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
10 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
10 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
10 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
10 Months Ago
Quick and dirty voicelines first pass
10 Months Ago
Prepare scientist TTS hooks (for prototyping only)
10 Months Ago
Add TTS for prototyping
10 Months Ago
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
10 Months Ago
Fix compile error
10 Months Ago
Fix scientists sometimes facing away from their target lkp when in cover
10 Months Ago
Prevent scientists from throwing grenades instantly when they lose los
10 Months Ago
Better debug vis for scientist accuracy
10 Months Ago
Fix compile error
10 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
10 Months Ago
Allow scientist to shoot briefly even after they lose LoS
10 Months Ago
Fix being able to see scientist feet through the oilrig floor
10 Months Ago
Fix missing collision on oilrig
10 Months Ago
Fix scientist hearing working counter-intuitively when being sniped
10 Months Ago
Fix headshot damage multiplier not working on new scientists
10 Months Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
10 Months Ago
Fix compile error
10 Months Ago
Potential fix for scientists not reacting well to being sniped
10 Months Ago
Potential fix for scientists not opening doors sometimes
10 Months Ago
Fix scientists shooting super fast
10 Months Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
10 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
10 Months Ago
Force crouching on flanks (again, felt better actually)
10 Months Ago
- Tweak surprise condition - Improve surprise vis logging
10 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
10 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
10 Months Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
10 Months Ago
Fix scientist turning to face target before fully noticing it
10 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)
10 Months Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
10 Months Ago
Increase time between noticing the player and shooting them when they are far away
10 Months Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
10 Months Ago
Merge from main
10 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
10 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
10 Months Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection