branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
                         
                     
             
         
     
    
        
356 Commits over 365 Days - 0.04cph!
    
    
    
        
            
            
            
                
                - 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
                
                
                
                
             
         
        
            
            
            
                
                Fix grenade explosions not being heard by scientists
                
                
                
                
             
         
        
            
            
            
                
                Prevent potential bug if scientist reaction time is ever set to 0
                
                
                
                
             
         
        
            
            
            
                
                - 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
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Add todos comment highlighting potential issue
                
                
                
                
             
         
        
            
            
            
                
                Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
                
                
                
                
             
         
        
            
            
            
                
                - Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points.
- Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
                
                
                
                
             
         
        
            
            
            
                
                - Always crouch when flanking
- Remove in water checks for perf
- Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise
- Heavily favours not peeking from same spot twice
                
                
                
                
             
         
        
            
            
            
                
                Prevent scientists not being able to see players standing on a very tall building when in combat
                
                
                
                
             
         
        
            
            
            
                
                Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
                
                
                
                
             
         
        
            
            
            
                
                Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist returning to fast to patrol when enemy is still nearby
                
                
                
                
             
         
        
            
            
            
                
                Add classic headshot crosshair and audio notify to new scientists
                
                
                
                
             
         
        
            
            
            
                
                Allow other classes than BasePlayer to use headshot crosshair and audio notify
                
                
                
                
             
         
        
            
            
            
                
                Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
                
                
                
                
             
         
        
            
            
            
                
                Project lkp to navmesh before flanking, in case player is standing on a container or something else
                
                
                
                
             
         
        
            
            
            
                
                - Makes it easier to change a scientist's weapon
- Equip oilrig scientist with classic mp5
                
                
                
                
             
         
        
            
            
            
                
                Better naming and parameters in npc shooting component
                
                
                
                
             
         
        
            
            
            
                
                Simplify scientist shooting logic
                
                
                
                
             
         
        
            
            
            
                
                Spawn new scientists on small oilrig
                
                
                
                
             
         
        
            
            
            
                
                Reduce odds of scientists charging
                
                
                
                
             
         
        
            
            
            
                
                - Vary angles, don't be predictable and peek from the same place twice
- Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists not reacting to loud gun sounds when patrolling
                
                
                
                
             
         
        
            
            
            
                
                Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
                
                
                
                
             
         
        
            
            
            
                
                - Fix scientists being able to see through some covers (pallets, pipe piles)
- Better line of sight debugging
                
                
                
                
             
         
        
            
            
            
                
                Fix new scientists not being able to open doors
                
                
                
                
             
         
        
            
            
            
                
                Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
                
                
                
                
             
         
        
        
            
            
            
                
                Reduce odds of re-hiding after peeking
                
                
                
                
             
         
        
        
            
            
            
                
                Improve and simplify flanking pathfinding
                
                
                
                
             
         
        
            
            
            
                
                Don't allow partial paths when flanking
                
                
                
                
             
         
        
            
            
            
                
                - Make flanking route filtering more lenient as it was discarding some good ones
- Attempt to fix scientist bugging out when hiding
                
                
                
                
             
         
        
            
            
            
                
                Better debug drawing for flanks, flank when possible, increase sightings memory duration
                
                
                
                
             
         
        
            
            
            
                
                Don't refresh the path over time when moving to a static point (eg cover, peek)
                
                
                
                
             
         
        
            
            
            
                
                Start setting up flanking state
                
                
                
                
             
         
        
            
            
            
                
                - Make flanking debug display work both in games with DDRAW and in editor with gizmos
- Add height param to path debug drawing
                
                
                
                
             
         
        
            
            
            
                
                Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
                
                
                
                
             
         
        
            
            
            
                
                - Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload
- Add comments to each FSM transitions to help understand the scientist's thoughts
                
                
                
                
             
         
        
            
            
            
                
                Make sure the cover is not compromised by the time we arrive in it, as it can look silly
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
                
                
                
                
             
         
        
            
            
            
                
                Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)
                
                
                
                
             
         
        
            
            
            
                
                Use crouched height to trace for potential covers instead of standing height
Widen the trace fan to avoid having part of the body poke outside of the cover
                
                
                
                
             
         
        
            
            
            
                
                Add audio cue when scientists are surprised
                
                
                
                
             
         
        
        
            
            
            
                
                Makes surprising scientists less inconsistent
                
                
                
                
             
         
        
            
            
            
                
                - If scientists hear footsteps approaching while reloading they'll hide somewhere else
- Fix scientist still being allowed to shoot when surprised
- Fix scientist being surprised too easily / often
                
                
                
                
             
         
        
            
            
            
                
                Temporarily disable look at proc anim