1,397 Commits over 457 Days - 0.13cph!
    
    
    
        
            
            
            
                
                Hook tiger model to prefab
                
                
                
                
             
         
        
            
            
            
                
                Rename and move tiger protection asset
                
                
                
                
             
         
        
            
            
            
                
                Set up crocodile required gameplay assets
                
                
                
                
             
         
        
            
            
            
                
                Delete unused tiger static mesh
                
                
                
                
             
         
        
        
            
            
            
                
                Generate root motion data for existing anims
                
                
                
                
             
         
        
            
            
            
                
                Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
                
                
                
                
             
         
        
        
            
            
            
                
                Make scientist play more conservatively at the beginning of an encounter or after action packed moments
                
                
                
                
             
         
        
            
            
            
                
                Fix vddraw never showing scientist aim
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists being able to shoot a last bullet upeon dying
                
                
                
                
             
         
        
            
            
            
                
                Allow scientists to retreat after close range scuffle lasted long enough
                
                
                
                
             
         
        
            
            
            
                
                Have scientists try to predict which angle the player will pop from and wait, to prevent scientists flanking too agressively to acquire a direct LoS
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists taking too many risks when repositionning
                
                
                
                
             
         
        
        
            
            
            
                
                Add reaction time to scientists to avoid unreactable peeks
                
                
                
                
             
         
        
            
            
            
                
                Fix heli targeting scientists
                
                
                
                
             
         
        
        
            
            
            
                
                Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
                
                
                
                
             
         
        
            
            
            
                
                Remove manual call to hurt in scientist as it's now a method of entityComponent
                
                
                
                
             
         
        
            
            
            
                
                When hit, automatically update the offender's position
                
                
                
                
             
         
        
            
            
            
                
                Forward the Hurt call from entity to entityComponent
                
                
                
                
             
         
        
            
            
            
                
                Prevent scientists moving too close to player when seeking cover
                
                
                
                
             
         
        
            
            
            
                
                Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
                
                
                
                
             
         
        
            
            
            
                
                Fix scientists footstep sounds not playing correctly
                
                
                
                
             
         
        
            
            
            
                
                When peeking scientists will hide deeper behind corners and only peek tightly, instead of staying just behind the corner (almost sicking out) and always peeking wide
                
                
                
                
             
         
        
            
            
            
                
                Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
                
                
                
                
             
         
        
            
            
            
                
                Prevent scientists from sneaking if they need to get into cover asap
                
                
                
                
             
         
        
            
            
            
                
                Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
                
                
                
                
             
         
        
            
            
            
                
                Have scientist briefly strafe and use suppressing fire before turning and sprinting to a distant cover
Have them crouch and sneak instead if the cover they want to go to is very close
                
                
                
                
             
         
        
            
            
            
                
                Merge from ai_wolf_iteration (significant optimization)
                
                
                
                
             
         
        
            
            
            
                
                Make scientists look towards where they "think" the player is, not where the player actually is
Make scientist not be able to shoot when they are sprinting
                
                
                
                
             
         
        
        
        
            
            
            
                
                When generating covers, automatically delete previously spawned sub monuments
                
                
                
                
             
         
        
            
            
            
                
                -Add more profile markers to heli
-Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
                
                
                
                
             
         
        
            
            
            
                
                Fix heli adding player multiple time to its targets
                
                
                
                
             
         
        
            
            
            
                
                Fix mistake than meant grid cell was queried but not used
Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
                
                
                
                
             
         
        
            
            
            
                
                Only search for targets in grid cells around heli, instead of iterating on all players on the server
When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity)
Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
                
                
                
                
             
         
        
            
            
            
                
                Only search for targets in grid cells around heli, instead of iterating on all players on the server
When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity)
Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
                
                
                
                
             
         
        
            
            
            
                
                Add some randomness to the scientist peek timings
                
                
                
                
             
         
        
            
            
            
                
                Setup new scientist animation system
                
                
                
                
             
         
        
            
            
            
                
                Fix scientist corpse prefab ID not being updated after folder move
                
                
                
                
             
         
        
            
            
            
                
                Make scientists reposition when they realize they are flanked
                
                
                
                
             
         
        
            
            
            
                
                Fix covers not facing the right way when converted from a prefab local space to world space
                
                
                
                
             
         
        
            
            
            
                
                When waiting in cover, scientist face the side they think you'll come from instead of facing the wall
This also helps sneaking up on them when flanking from the opposite side