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1,688 Commits over 700 Days - 0.10cph!

1 Year Ago
Fix scientist turning to face target before fully noticing it
1 Year Ago
- Move reaction time logic to sense component instead of shooting component - Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
1 Year Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
1 Year Ago
Increase time between noticing the player and shooting them when they are far away
1 Year Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
1 Year Ago
Merge from main
1 Year Ago
- Reduce grenade overshoot as it was overshooting the oilrig crane - Increase grenade damage - Better debug visualizations for camping - Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
1 Year Ago
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
1 Year Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
1 Year Ago
- Have scientists throw grenades on players camping a single spot for a long time (first pass) - Don't sprint when flanking, we need to keep looking in the target direction not just ahead
1 Year Ago
Fix grenade explosions not being heard by scientists
1 Year Ago
Prevent potential bug if scientist reaction time is ever set to 0
1 Year Ago
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
1 Year Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
1 Year Ago
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
1 Year Ago
Add todos comment highlighting potential issue
1 Year Ago
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
1 Year Ago
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points. - Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
1 Year Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
1 Year Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
1 Year Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
1 Year Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
1 Year Ago
Fix scientist returning to fast to patrol when enemy is still nearby
1 Year Ago
Add classic headshot crosshair and audio notify to new scientists
1 Year Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
1 Year Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
1 Year Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
1 Year Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
1 Year Ago
Better naming and parameters in npc shooting component
1 Year Ago
Simplify scientist shooting logic
1 Year Ago
Spawn new scientists on small oilrig
1 Year Ago
Reduce odds of scientists charging
1 Year 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
1 Year Ago
Fix scientists not reacting to loud gun sounds when patrolling
1 Year 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
1 Year Ago
- Fix scientists being able to see through some covers (pallets, pipe piles) - Better line of sight debugging
1 Year Ago
Fix new scientists not being able to open doors
1 Year 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
1 Year Ago
1 Year Ago
Reduce odds of re-hiding after peeking
1 Year Ago
Reduce odds of flanking
1 Year Ago
Improve and simplify flanking pathfinding
1 Year Ago
Don't allow partial paths when flanking
1 Year Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
1 Year Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
1 Year Ago
Don't refresh the path over time when moving to a static point (eg cover, peek)
1 Year Ago
Start setting up flanking state
1 Year Ago
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
1 Year Ago
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
1 Year 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