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1,253 Commits over 365 Days - 0.14cph!

12 Days Ago
Reduce scientist health
12 Days Ago
Increase reaction time, reduce damage, simplify accuracy formula
12 Days Ago
Have scientists always be surprised when first hearing or being hurt by a player
12 Days Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
12 Days Ago
Fix scientists being able to shoot through solid colliders when hearing the player
12 Days Ago
Quick and dirty voicelines first pass
13 Days Ago
Prepare scientist TTS hooks (for prototyping only)
13 Days Ago
Add TTS for prototyping
13 Days Ago
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
13 Days Ago
Fix compile error
13 Days Ago
Fix scientists sometimes facing away from their target lkp when in cover
13 Days Ago
Prevent scientists from throwing grenades instantly when they lose los
13 Days Ago
Better debug vis for scientist accuracy
13 Days Ago
Fix compile error
13 Days Ago
- Fix scientists being able to shoot when sprinting - Allow scientist to shoot when surprised and offscreen, but not being accurate (to help players pinpoint where they are before getting beamed) - Fix scientist being able to land a shot when they are supposed to be inaccurate, if they are doing suppressive fire
13 Days Ago
Allow scientist to shoot briefly even after they lose LoS
13 Days Ago
Fix being able to see scientist feet through the oilrig floor
13 Days Ago
Fix missing collision on oilrig
13 Days Ago
Fix scientist hearing working counter-intuitively when being sniped
13 Days Ago
Fix headshot damage multiplier not working on new scientists
14 Days Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
14 Days Ago
Fix compile error
14 Days Ago
Potential fix for scientists not reacting well to being sniped
14 Days Ago
Potential fix for scientists not opening doors sometimes
14 Days Ago
Fix scientists shooting super fast
16 Days Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
16 Days Ago
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target) - Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
16 Days Ago
Force crouching on flanks (again, felt better actually)
16 Days Ago
- Tweak surprise condition - Improve surprise vis logging
19 Days Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
19 Days Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
20 Days Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
20 Days Ago
Fix scientist turning to face target before fully noticing it
20 Days 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)
20 Days Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
20 Days Ago
Increase time between noticing the player and shooting them when they are far away
20 Days Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
20 Days Ago
Merge from main
20 Days 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
20 Days 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
20 Days Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
20 Days 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
21 Days Ago
Fix grenade explosions not being heard by scientists
21 Days Ago
Prevent potential bug if scientist reaction time is ever set to 0
21 Days 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
21 Days Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
21 Days 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
21 Days Ago
Add todos comment highlighting potential issue
21 Days Ago
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
22 Days 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...)