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1,432 Commits over 518 Days - 0.12cph!

1 Year Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
1 Year Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
1 Year Ago
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1 Year 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
1 Year Ago
Clean up aim code
1 Year Ago
Fix invis NRE when invis player is killed
1 Year Ago
Scientist accuracy now depends on what the player is doing not only distance
1 Year Ago
Clean up burst logic
1 Year Ago
Modify sight checks to use bounding box top instead of bottom
1 Year Ago
Make bursts feel more natural
1 Year Ago
First pass on making scientist aiming feel fairer
1 Year Ago
Fix NRE caused by new scientist missing a component that wolves have
1 Year Ago
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1 Year Ago
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1 Year Ago
Remove redundant allies vislog
1 Year Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
1 Year Ago
Add vislog to confirm that fallback roam EQS works correctly
1 Year Ago
Fix compile errors
1 Year 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
1 Year Ago
Fix merge compile errors
1 Year Ago
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1 Year Ago
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
1 Year Ago
Add bark and footstep audio to new jump anim
1 Year Ago
Implement wolf headress effect on wolves
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
1 Year Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
1 Year 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
1 Year Ago
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
1 Year Ago
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1 Year Ago
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
1 Year Ago
Reduce wolf vision range at night
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Fix serialization error
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
Correctly return state failure when pathfinding failed
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
Prevent wolf from charging for too long
1 Year Ago
Fix wolf sometimes getting stuck in charge Add log when state finishes but has no end transition
1 Year Ago
Fix wolf standing still when circling into a wall
1 Year Ago
Fix wolf mesh staying below powerline platforms, even though their actual body is on top
1 Year Ago
Make wolves give up even faster if you are mounted
1 Year Ago
Fix compile errors
1 Year 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
1 Year Ago
Fix wolves slowing down as they flee
1 Year Ago
Revert switch to unity's async pathfinding, it causes more bugs than it solves
1 Year Ago
Fix wolf jumping into cars