1,277 Commits over 365 Days - 0.15cph!
Cherry pick entity component hurt method addition
Setup tiger fsm and hook anims
Setup look anim and spine anim
Add one-shot anims to animator
Create tiger skeleton assets (ragdoll not setup)
Hook tiger model to prefab
Rename and move tiger protection asset
Set up crocodile required gameplay assets
Delete unused tiger static mesh
Generate root motion data for existing anims
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
Fix vddraw never showing scientist aim
Fix scientists being able to shoot a last bullet upeon dying
Allow scientists to retreat after close range scuffle lasted long enough
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
Fix scientists taking too many risks when repositionning
Add reaction time to scientists to avoid unreactable peeks
Fix heli targeting scientists
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Forward the Hurt call from entity to entityComponent
Prevent scientists moving too close to player when seeking cover
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Fix scientists footstep sounds not playing correctly
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
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)
Prevent scientists from sneaking if they need to get into cover asap
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
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
Merge from ai_wolf_iteration (significant optimization)
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
When generating covers, automatically delete previously spawned sub monuments
-Add more profile markers to heli
-Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
Fix heli adding player multiple time to its targets
Fix mistake than meant grid cell was queried but not used
Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop