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1,714 Commits over 639 Days - 0.11cph!

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
11 Months Ago
Fix compile errors
11 Months Ago
Merge from main
1 Year Ago
Fix crocs dying at jungle pond
1 Year Ago
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
1 Year Ago
Fix croc trying to attack cars and shelters with no success
1 Year Ago
Merge from tiger_death_nre_fix (again)
1 Year Ago
Temporary fix for tiger NRE on death, the proper fix will be shelved and merged post patch, as the bug unearthed a deeper bug in entityComponent whose fix could create other bugs
1 Year Ago
Merge from tiger_death_nre_fix
1 Year Ago
Fix NRE on tiger death
1 Year Ago
Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)
1 Year Ago
Replace all usages of "is {}" pattern matching to properly account for unity null override
1 Year Ago
Add command to toggle tigers leaving clawmarks, defaults to false
1 Year Ago
Merge from jungle_update (fix croc being kite-able around twig foundations)
1 Year Ago
Fix croc failing to destroy twig foundation if player is not standing on it, but standing closely next to it within the navmesh carving volume
1 Year Ago
Merge from jungle_update (fix tiger getting stuck in flee state)
1 Year Ago
Fix tigers getting stuck in flee state Improve ai speed logs
1 Year Ago
Merge from jungle_update (tiger leap NRE)
1 Year Ago
Fix NRE when tiger jumps to unreachable target Fix tiger floating after leap Better fsm logging on recursion and state enter/exit Have tiger flee permanently if the player dodges the leap
1 Year Ago
Fix typo in croc death anim footstep sound notify