userMaverickcancel

1,748 Commits over 669 Days - 0.11cph!

10 Months Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
10 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
10 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")
10 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
10 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
10 Months Ago
Use old heavies on ch47 until new heavies are more ready
10 Months Ago
Fix more compile errors
10 Months Ago
Fix compile error
10 Months Ago
Merge from main
10 Months Ago
- Fix muzzle vfx rotation on heavy scientist minigun - Halve damage and double accuracy, makes minigun damage more predictable
10 Months Ago
Fix suppressive fire inadvertently giving all nearby scientists ESP
10 Months Ago
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
10 Months Ago
Fix more oilrig unreachable navmesh islands
10 Months Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
10 Months Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
10 Months Ago
10 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
10 Months Ago
Do not tick procedural anim components when entity is culled
10 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
10 Months Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
10 Months Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
10 Months Ago
Fix HasBrokenWeaponMod GC allocs through Linq
10 Months Ago
Fix profiler leak in foliage grid
10 Months Ago
Fix collision not working properly on heavy and shotgun scientists
10 Months Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
10 Months Ago
Remove plugin compile defines
10 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
10 Months Ago
Fix "move called twice in same frame" warning
10 Months Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
10 Months Ago
Fix new scientist getting stuck on large oilrig doors
10 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.
10 Months Ago
Make silenced weapons harder to hear for scientists
10 Months Ago
Increase heavy scientist health to match old one
10 Months Ago
Fix scientist shotgun reload sounds
10 Months Ago
Fix heavies walking into players
10 Months Ago
Fix shotgun location in hand
10 Months Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
10 Months Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
10 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
10 Months Ago
Merge from main
10 Months Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
10 Months Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
10 Months Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
10 Months Ago
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
10 Months Ago
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary
10 Months Ago
Fix scientists looking at your feet instead of your head
10 Months Ago
Merge from main
10 Months Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
10 Months Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
10 Months Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)