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branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

356 Commits over 365 Days - 0.04cph!

1 Year Ago
Fix covers not facing the right way when converted from a prefab local space to world space
1 Year Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
1 Year Ago
Have scientist try to guess your current location based on where they saw you last
1 Year Ago
Renaming crouch to duck for consistency
1 Year Ago
First pass on scientists peeking out of tall and low cover
1 Year Ago
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
1 Year Ago
Have scientists only crouch when their cover is low
1 Year Ago
Make scientists approach by sprinting or sneaking from cover to cover
1 Year 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
1 Year Ago
Make killscientists command also kill new scientists
1 Year Ago
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
1 Year Ago
Update spawns in desert mil base dwellings
1 Year Ago
Bake covers for mil desert base
1 Year 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)
1 Year 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
1 Year 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
1 Year Ago
Clean up folders
1 Year 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
1 Year 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
1 Year Ago
Clean up aim code
1 Year Ago
Scientist accuracy now depends on what the player is doing not only distance
1 Year Ago
Clean up burst logic
1 Year Ago
Modify sight checks to use bounding box top instead of bottom
1 Year Ago
Make bursts feel more natural
1 Year Ago
First pass on making scientist aiming feel fairer
1 Year Ago
Fix NRE caused by new scientist missing a component that wolves have
1 Year Ago
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1 Year Ago
Fix merge compile errors
1 Year Ago
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1 Year Ago
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1 Year Ago
Make fsm declaration syntax more compact, fix scientist death
1 Year Ago
Update scientist FSM to new system
1 Year Ago
Fix scientist spinning when coming to a stop
1 Year Ago
Fix scientist not moving (merge)
1 Year Ago
Fix compile errors from merge
1 Year Ago
Merge from ai_wolf_iteration
1 Year 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
1 Year Ago
Apply distance checks to individual covers instead of cover groups
1 Year Ago
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1 Year Ago
Improve cover selection and debug, fix some objects not blocking the trace
1 Year Ago
Better vislog for cover debugging
1 Year Ago
Fix pillar covers not handling a non-zero rotation
1 Year Ago
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1 Year Ago
Iterate on cover and peeks
1 Year Ago
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1 Year Ago
Iterate on covers
1 Year 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