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branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

353 Commits over 365 Days - 0.04cph!

9 Months Ago
Renaming crouch to duck for consistency
9 Months Ago
First pass on scientists peeking out of tall and low cover
9 Months Ago
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
9 Months Ago
Have scientists only crouch when their cover is low
9 Months Ago
Make scientists approach by sprinting or sneaking from cover to cover
9 Months Ago
Prevent scientists from shooting when they are sprinting After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
9 Months Ago
Make killscientists command also kill new scientists
9 Months Ago
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
9 Months Ago
Update spawns in desert mil base dwellings
9 Months Ago
Bake covers for mil desert base
9 Months Ago
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
9 Months Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
9 Months Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
9 Months Ago
Clean up folders
9 Months Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
9 Months Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
9 Months Ago
Clean up aim code
9 Months Ago
Scientist accuracy now depends on what the player is doing not only distance
9 Months Ago
Clean up burst logic
10 Months Ago
Modify sight checks to use bounding box top instead of bottom
10 Months Ago
Make bursts feel more natural
10 Months Ago
First pass on making scientist aiming feel fairer
10 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
10 Months Ago
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10 Months Ago
Fix merge compile errors
10 Months Ago
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11 Months Ago
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11 Months Ago
Make fsm declaration syntax more compact, fix scientist death
11 Months Ago
Update scientist FSM to new system
11 Months Ago
Fix scientist spinning when coming to a stop
11 Months Ago
Fix scientist not moving (merge)
11 Months Ago
Fix compile errors from merge
11 Months Ago
Merge from ai_wolf_iteration
11 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
12 Months Ago
Apply distance checks to individual covers instead of cover groups
12 Months Ago
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12 Months Ago
Improve cover selection and debug, fix some objects not blocking the trace
12 Months Ago
Better vislog for cover debugging
12 Months Ago
Fix pillar covers not handling a non-zero rotation
12 Months Ago
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12 Months Ago
Iterate on cover and peeks
12 Months Ago
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12 Months Ago
Iterate on covers
12 Months Ago
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1 Year Ago
Add more cover types
1 Year Ago
Add cover component supporting primitive shapes
1 Year Ago
Fix incorrect line in OBB DebugDraw
1 Year Ago
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1 Year Ago
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1 Year Ago
Hook up ragdoll