userMaverickcancel
branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

356 Commits over 365 Days - 0.04cph!

10 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
10 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
10 Months Ago
Fix loot not working on new scientists
10 Months Ago
Use classic scientist mesh
10 Months Ago
Fix scientists seeing from their belly button instead of their eyes
10 Months Ago
- If running into the target by accident when heading to a cover, enter dogfight mode - When hiding look in the direction the player is likely to come from
10 Months Ago
First pass on cover behaviour
10 Months Ago
- 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
10 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
10 Months Ago
Reduce search radius
10 Months Ago
- 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
10 Months Ago
Fix scientist not rushing to investigate noises when searching
10 Months Ago
Fix scientists getting stuck in search recursion
10 Months Ago
- 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
10 Months Ago
- 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"
10 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
10 Months Ago
Don't add scientist brain twice
10 Months Ago
Fix compile errors
10 Months Ago
Merge from main
1 Year Ago
Improve line covers
1 Year Ago
Fix compile error
1 Year Ago
Add line cover component
1 Year Ago
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
1 Year Ago
Merge from main
1 Year Ago
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
1 Year Ago
Fix vddraw never showing scientist aim
1 Year Ago
Fix scientists being able to shoot a last bullet upeon dying
1 Year Ago
Allow scientists to retreat after close range scuffle lasted long enough
1 Year Ago
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
1 Year Ago
Fix scientists taking too many risks when repositionning
1 Year Ago
Add reaction time to scientists to avoid unreactable peeks
1 Year Ago
Fix heli targeting scientists
1 Year Ago
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
1 Year Ago
Remove manual call to hurt in scientist as it's now a method of entityComponent
1 Year Ago
When hit, automatically update the offender's position
1 Year Ago
Forward the Hurt call from entity to entityComponent
1 Year Ago
Prevent scientists moving too close to player when seeking cover
1 Year Ago
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
1 Year Ago
Fix scientists footstep sounds not playing correctly
1 Year Ago
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
1 Year Ago
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)
1 Year Ago
Prevent scientists from sneaking if they need to get into cover asap
1 Year Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
1 Year Ago
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
1 Year Ago
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
1 Year Ago
When generating covers, automatically delete previously spawned sub monuments
1 Year Ago
Add some randomness to the scientist peek timings
1 Year Ago
Setup new scientist animation system
1 Year Ago
Fix scientist corpse prefab ID not being updated after folder move
1 Year Ago
Make scientists reposition when they realize they are flanked