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1,683 Commits over 639 Days - 0.11cph!

10 Months Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
10 Months Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
10 Months Ago
Better naming and parameters in npc shooting component
10 Months Ago
Simplify scientist shooting logic
10 Months Ago
Spawn new scientists on small oilrig
10 Months Ago
Reduce odds of scientists charging
10 Months Ago
- Vary angles, don't be predictable and peek from the same place twice - Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
10 Months Ago
Fix scientists not reacting to loud gun sounds when patrolling
10 Months Ago
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
10 Months Ago
- Fix scientists being able to see through some covers (pallets, pipe piles) - Better line of sight debugging
10 Months Ago
Fix new scientists not being able to open doors
10 Months Ago
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
11 Months Ago
11 Months Ago
Reduce odds of re-hiding after peeking
11 Months Ago
Reduce odds of flanking
11 Months Ago
Improve and simplify flanking pathfinding
11 Months Ago
Don't allow partial paths when flanking
11 Months Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
11 Months Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
11 Months Ago
Don't refresh the path over time when moving to a static point (eg cover, peek)
11 Months Ago
Start setting up flanking state
11 Months Ago
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
11 Months Ago
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
11 Months Ago
- Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload - Add comments to each FSM transitions to help understand the scientist's thoughts
11 Months Ago
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
11 Months Ago
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
11 Months Ago
Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)
11 Months Ago
Use crouched height to trace for potential covers instead of standing height Widen the trace fan to avoid having part of the body poke outside of the cover
11 Months Ago
Add audio cue when scientists are surprised
11 Months Ago
Merge from main
11 Months Ago
Makes surprising scientists less inconsistent
11 Months Ago
- If scientists hear footsteps approaching while reloading they'll hide somewhere else - Fix scientist still being allowed to shoot when surprised - Fix scientist being surprised too easily / often
11 Months Ago
Temporarily disable look at proc anim
11 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
11 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
11 Months Ago
Fix loot not working on new scientists
11 Months Ago
Use classic scientist mesh
11 Months Ago
Fix scientists seeing from their belly button instead of their eyes
11 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
11 Months Ago
First pass on cover behaviour
11 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
11 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
11 Months Ago
Reduce search radius
11 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
11 Months Ago
Fix scientist not rushing to investigate noises when searching
11 Months Ago
Fix scientists getting stuck in search recursion
11 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
11 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"
11 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
11 Months Ago
Don't add scientist brain twice