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1,540 Commits over 580 Days - 0.11cph!

8 Months Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
8 Months Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
8 Months Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
8 Months Ago
Fix scientist returning to fast to patrol when enemy is still nearby
8 Months Ago
Add classic headshot crosshair and audio notify to new scientists
8 Months Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
8 Months Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
8 Months Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
8 Months Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
8 Months Ago
Better naming and parameters in npc shooting component
8 Months Ago
Simplify scientist shooting logic
8 Months Ago
Spawn new scientists on small oilrig
8 Months Ago
Reduce odds of scientists charging
8 Months Ago
- Vary angles, don't be predictable and peek from the same place twice - Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
8 Months Ago
Fix scientists not reacting to loud gun sounds when patrolling
8 Months Ago
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
8 Months Ago
- Fix scientists being able to see through some covers (pallets, pipe piles) - Better line of sight debugging
8 Months Ago
Fix new scientists not being able to open doors
8 Months Ago
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
8 Months Ago
8 Months Ago
Reduce odds of re-hiding after peeking
8 Months Ago
Reduce odds of flanking
8 Months Ago
Improve and simplify flanking pathfinding
8 Months Ago
Don't allow partial paths when flanking
8 Months Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
8 Months Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
8 Months Ago
Don't refresh the path over time when moving to a static point (eg cover, peek)
8 Months Ago
Start setting up flanking state
8 Months Ago
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
8 Months Ago
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
9 Months 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
9 Months Ago
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
9 Months Ago
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
9 Months 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)
9 Months 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
9 Months Ago
Add audio cue when scientists are surprised
9 Months Ago
Merge from main
9 Months Ago
Makes surprising scientists less inconsistent
9 Months 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
9 Months Ago
Temporarily disable look at proc anim
9 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
9 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
9 Months Ago
Fix loot not working on new scientists
9 Months Ago
Use classic scientist mesh
9 Months Ago
Fix scientists seeing from their belly button instead of their eyes
9 Months 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
9 Months Ago
First pass on cover behaviour
9 Months 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
9 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
9 Months Ago
Reduce search radius