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1,694 Commits over 730 Days - 0.10cph!

1 Year Ago
Make leaving zone during rush more robust
1 Year Ago
Merge from main
1 Year Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
1 Year Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
1 Year Ago
Fix scientists not shooting back when sniped from very very very far away
1 Year Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
1 Year Ago
Prevent shooting too long at where target was after it left
1 Year Ago
Bring scientist health back to what it was, hook hazmat protection values on top
1 Year Ago
Prevent noise event boxing and allocation when used in hashset
1 Year Ago
Remove some barks
1 Year Ago
Change push bark
1 Year Ago
Remove another bark, change push bark
1 Year Ago
Remove peek VO
1 Year Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
1 Year Ago
Remove some voice lines that seemed out of place
1 Year Ago
Pre-emptive reload when mag not full and target not seen for a while
1 Year Ago
Reduce noise made by melee and bow
1 Year Ago
Clean up reaction time visualization code
1 Year Ago
Fix shooting scientists not making them aware after reaction time rework
1 Year Ago
Fix bow projectiles not making noise (regression)
1 Year Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
1 Year Ago
Fix hearing and being hit boosting scientist accuracy too fast
1 Year Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
1 Year Ago
Fix peripheral vision being too strong in combat
1 Year Ago
Reduce scientist health
1 Year Ago
Increase reaction time, reduce damage, simplify accuracy formula
1 Year Ago
Have scientists always be surprised when first hearing or being hurt by a player
1 Year Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
1 Year Ago
Fix scientists being able to shoot through solid colliders when hearing the player
1 Year Ago
Quick and dirty voicelines first pass
1 Year Ago
Prepare scientist TTS hooks (for prototyping only)
1 Year Ago
Add TTS for prototyping
1 Year Ago
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
1 Year Ago
Fix compile error
1 Year Ago
Fix scientists sometimes facing away from their target lkp when in cover
1 Year Ago
Prevent scientists from throwing grenades instantly when they lose los
1 Year Ago
Better debug vis for scientist accuracy
1 Year Ago
Fix compile error
1 Year Ago
- Fix scientists being able to shoot when sprinting - Allow scientist to shoot when surprised and offscreen, but not being accurate (to help players pinpoint where they are before getting beamed) - Fix scientist being able to land a shot when they are supposed to be inaccurate, if they are doing suppressive fire
1 Year Ago
Allow scientist to shoot briefly even after they lose LoS
1 Year Ago
Fix being able to see scientist feet through the oilrig floor
1 Year Ago
Fix missing collision on oilrig
1 Year Ago
Fix scientist hearing working counter-intuitively when being sniped
1 Year Ago
Fix headshot damage multiplier not working on new scientists
1 Year Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
1 Year Ago
Fix compile error
1 Year Ago
Potential fix for scientists not reacting well to being sniped
1 Year Ago
Potential fix for scientists not opening doors sometimes
1 Year Ago
Fix scientists shooting super fast
1 Year Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)