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1,744 Commits over 730 Days - 0.10cph!

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
1 Year Ago
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
1 Year Ago
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
1 Year 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)
1 Year 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
1 Year Ago
Add audio cue when scientists are surprised
1 Year Ago
Merge from main
1 Year Ago
Makes surprising scientists less inconsistent
1 Year 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
1 Year Ago
Temporarily disable look at proc anim
1 Year Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
1 Year Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
1 Year Ago
Fix loot not working on new scientists
1 Year Ago
Use classic scientist mesh
1 Year Ago
Fix scientists seeing from their belly button instead of their eyes
1 Year 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
1 Year Ago
First pass on cover behaviour
1 Year 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
1 Year Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
1 Year Ago
Reduce search radius
1 Year 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
1 Year Ago
Fix scientist not rushing to investigate noises when searching
1 Year Ago
Fix scientists getting stuck in search recursion
1 Year 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
1 Year 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"
1 Year Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
1 Year Ago
Don't add scientist brain twice
1 Year Ago
Fix compile errors
1 Year 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