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2,132 Commits over 822 Days - 0.11cph!

1 Year Ago
Change proc anim components tick order, should be spine, then tail, then head
1 Year Ago
Do not tick procedural anim components when entity is culled
1 Year Ago
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
1 Year Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
1 Year Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
1 Year Ago
Fix HasBrokenWeaponMod GC allocs through Linq
1 Year Ago
Fix profiler leak in foliage grid
1 Year Ago
Fix collision not working properly on heavy and shotgun scientists
1 Year Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
1 Year Ago
Remove plugin compile defines
1 Year 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
1 Year Ago
Fix "move called twice in same frame" warning
1 Year Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
1 Year Ago
Fix new scientist getting stuck on large oilrig doors
1 Year 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.
1 Year Ago
Make silenced weapons harder to hear for scientists
1 Year Ago
Increase heavy scientist health to match old one
1 Year Ago
Fix scientist shotgun reload sounds
1 Year Ago
Fix heavies walking into players
1 Year Ago
Fix shotgun location in hand
1 Year Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
1 Year Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
1 Year Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
1 Year Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
1 Year 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
1 Year 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
1 Year Ago
Fix scientists looking at your feet instead of your head
1 Year Ago
Merge from main
1 Year Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
1 Year Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
1 Year Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
1 Year Ago
Fix error with turret lerpspeed when compiling in NONE configuration
1 Year Ago
Merge from main
1 Year Ago
Fix client server directives compile errors
1 Year Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
1 Year Ago
Disable scientist obstacle avoidance as it causes them to get stuck
1 Year Ago
Fix error from missing param in animator
1 Year Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
1 Year Ago
Fix oversight in previous fix
1 Year Ago
Fix long range spotted debug being wrong
1 Year Ago
- Better debug drawing of cones (more 3D) - Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos) - Allow looking up and down not just sideways
1 Year Ago
Fix DrawCone not properly handling non 2D directions
1 Year Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
1 Year Ago
- Fix LKP not being updated correctly when hearing new noises - Fix melee weapons making big noises - Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
1 Year Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
1 Year Ago
Disable horizontal spine rotation
1 Year Ago
Re-enable scientist procedural aim up/down