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1,253 Commits over 365 Days - 0.14cph!

7 Months Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
7 Months Ago
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7 Months 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
7 Months Ago
Clean up aim code
7 Months Ago
Fix invis NRE when invis player is killed
7 Months Ago
Scientist accuracy now depends on what the player is doing not only distance
7 Months Ago
Clean up burst logic
7 Months Ago
Modify sight checks to use bounding box top instead of bottom
7 Months Ago
Make bursts feel more natural
7 Months Ago
First pass on making scientist aiming feel fairer
7 Months Ago
Fix NRE caused by new scientist missing a component that wolves have
7 Months Ago
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7 Months Ago
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7 Months Ago
Remove redundant allies vislog
7 Months Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
7 Months Ago
Add vislog to confirm that fallback roam EQS works correctly
7 Months Ago
Fix compile errors
7 Months Ago
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
7 Months Ago
Fix merge compile errors
7 Months Ago
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7 Months Ago
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
7 Months Ago
Add bark and footstep audio to new jump anim
7 Months Ago
Implement wolf headress effect on wolves
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
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7 Months Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
7 Months Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
7 Months Ago
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
7 Months Ago
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
7 Months Ago
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7 Months Ago
7 Months Ago
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
7 Months Ago
Reduce wolf vision range at night
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Fix serialization error
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
Correctly return state failure when pathfinding failed
7 Months Ago
Merge from ai_wolf_iteration
7 Months Ago
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7 Months Ago
Prevent wolf from charging for too long
7 Months Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
7 Months Ago
Fix wolf standing still when circling into a wall
7 Months Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
7 Months Ago
Make wolves give up even faster if you are mounted
7 Months Ago
Fix compile errors
7 Months Ago
Makes it easier to sneak on wolves when they are eating Clean up sight code Add better sight vislogs so we can debug exactly which cone caused the sighting
7 Months Ago
Fix wolves slowing down as they flee
7 Months Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves
7 Months Ago
Fix wolf jumping into cars
7 Months Ago
Fix wolves jumping into cars