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1,506 Commits over 549 Days - 0.11cph!

6 Months Ago
Add vislog for lkp
6 Months Ago
When scientists are very far, their calculations to decide which angle to hold are simplified, leaving more resources to closer scientists
6 Months Ago
When peeking, scientists that didn't see the target for a while will get less budget unless they are in the same zone, this avoids scientists on the oilrig top floors wasting the global scientist budget when peeking is obviously impossible
6 Months Ago
- Make it more likely for a scientist on the same floor to assist or respond to orders, instead of a scientist from another floor - Fix bug where scientists would ask help for a push, one would agree, but a third one that's not even involved would play the voiceline "copy"
6 Months Ago
Rerun s2p on oilrig scenes, as after merge they were spawning old scientists
6 Months Ago
Decrease old AIs frame budget, increase new AIs frame budget by same amount
6 Months Ago
Potential fix for scientists sometimes not reacting to being shot when hunkered down in cover
6 Months Ago
Merge from main
6 Months Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
6 Months Ago
- Add death bark (disabled for now) - Add fallback for index out of range issue when path succeeds but there is only one point
6 Months Ago
- Make scientists have conversations instead of speaking to themselves - Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
6 Months Ago
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
7 Months Ago
- Fix scientist staring at walls as if they were taking a leak when patrolling - Make sure scientists are always limited by a turning speed, and can't snap turn
7 Months Ago
Use old heavies on ch47 until new heavies are more ready
7 Months Ago
Fix more compile errors
7 Months Ago
Fix compile error
7 Months Ago
Merge from main
7 Months Ago
- Fix muzzle vfx rotation on heavy scientist minigun - Halve damage and double accuracy, makes minigun damage more predictable
7 Months Ago
Fix suppressive fire inadvertently giving all nearby scientists ESP
7 Months Ago
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
7 Months Ago
Fix more oilrig unreachable navmesh islands
7 Months Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
7 Months Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
7 Months Ago
7 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
7 Months Ago
Do not tick procedural anim components when entity is culled
7 Months Ago
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
7 Months Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
7 Months Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
7 Months Ago
Fix HasBrokenWeaponMod GC allocs through Linq
7 Months Ago
Fix profiler leak in foliage grid
7 Months Ago
Fix collision not working properly on heavy and shotgun scientists
7 Months Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
7 Months Ago
Remove plugin compile defines
7 Months Ago
- Allow scientists to hear other scientists shots, fix situations where scientists are engaged in a gunfight but their friends don't care if the player doesn't shoot back / has a silent weapon - Pull reload sounds directly from the weapon instead of copying them in another array
7 Months Ago
Fix "move called twice in same frame" warning
7 Months Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
7 Months Ago
Fix new scientist getting stuck on large oilrig doors
7 Months Ago
Set new scientist and heavy scientist health to have similar TTK as old scientists despite not having bullet resistance. It makes balancing damage easier, but the formula I should have used is health/(1-resistance) not health*(1+resistance) so my previous change was wrong.
7 Months Ago
Make silenced weapons harder to hear for scientists
7 Months Ago
Increase heavy scientist health to match old one
7 Months Ago
Fix scientist shotgun reload sounds
7 Months Ago
Fix heavies walking into players
7 Months Ago
Fix shotgun location in hand
7 Months Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
7 Months Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
7 Months Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
7 Months Ago
Merge from main
7 Months Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
7 Months Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting