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1,744 Commits over 730 Days - 0.10cph!

1 Year Ago
Merge from main
1 Year Ago
Potential fix for "eject pistol shell not found" warning spam
1 Year Ago
Fix scientists potentially using the reload last frame pose instead of the aiming pose
1 Year Ago
Potential fix for footstep NRE
1 Year Ago
Tweak voicelines
1 Year Ago
Fix compile error
1 Year Ago
Improve lkp vislog
1 Year Ago
Fix target position guess not working properly
1 Year Ago
Make visual logger save faster, making it more usable on large numbers of NPCs
1 Year Ago
Add vislog for lkp
1 Year Ago
When scientists are very far, their calculations to decide which angle to hold are simplified, leaving more resources to closer scientists
1 Year Ago
When peeking, scientists that didn't see the target for a while will get less budget unless they are in the same zone, this avoids scientists on the oilrig top floors wasting the global scientist budget when peeking is obviously impossible
1 Year Ago
- Make it more likely for a scientist on the same floor to assist or respond to orders, instead of a scientist from another floor - Fix bug where scientists would ask help for a push, one would agree, but a third one that's not even involved would play the voiceline "copy"
1 Year Ago
Rerun s2p on oilrig scenes, as after merge they were spawning old scientists
1 Year Ago
Decrease old AIs frame budget, increase new AIs frame budget by same amount
1 Year Ago
Potential fix for scientists sometimes not reacting to being shot when hunkered down in cover
1 Year Ago
Merge from main
1 Year Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
1 Year Ago
- Add death bark (disabled for now) - Add fallback for index out of range issue when path succeeds but there is only one point
1 Year Ago
- Make scientists have conversations instead of speaking to themselves - Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
1 Year Ago
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
1 Year Ago
- Fix scientist staring at walls as if they were taking a leak when patrolling - Make sure scientists are always limited by a turning speed, and can't snap turn
1 Year Ago
Use old heavies on ch47 until new heavies are more ready
1 Year Ago
Fix more compile errors
1 Year Ago
Fix compile error
1 Year Ago
Merge from main
1 Year Ago
- Fix muzzle vfx rotation on heavy scientist minigun - Halve damage and double accuracy, makes minigun damage more predictable
1 Year Ago
Fix suppressive fire inadvertently giving all nearby scientists ESP
1 Year Ago
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
1 Year Ago
Fix more oilrig unreachable navmesh islands
1 Year Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
1 Year Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
1 Year Ago
1 Year Ago
Change proc anim components tick order, should be spine, then tail, then head
1 Year Ago
Do not tick procedural anim components when entity is culled
1 Year Ago
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
1 Year Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
1 Year Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
1 Year Ago
Fix HasBrokenWeaponMod GC allocs through Linq
1 Year Ago
Fix profiler leak in foliage grid
1 Year Ago
Fix collision not working properly on heavy and shotgun scientists
1 Year Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
1 Year Ago
Remove plugin compile defines
1 Year Ago
- Allow scientists to hear other scientists shots, fix situations where scientists are engaged in a gunfight but their friends don't care if the player doesn't shoot back / has a silent weapon - Pull reload sounds directly from the weapon instead of copying them in another array
1 Year Ago
Fix "move called twice in same frame" warning
1 Year Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
1 Year Ago
Fix new scientist getting stuck on large oilrig doors
1 Year Ago
Set new scientist and heavy scientist health to have similar TTK as old scientists despite not having bullet resistance. It makes balancing damage easier, but the formula I should have used is health/(1-resistance) not health*(1+resistance) so my previous change was wrong.
1 Year Ago
Make silenced weapons harder to hear for scientists
1 Year Ago
Increase heavy scientist health to match old one