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2,132 Commits over 822 Days - 0.11cph!

1 Year Ago
Fix compile error
1 Year Ago
Fix scientists sometimes facing away from their target lkp when in cover
1 Year Ago
Prevent scientists from throwing grenades instantly when they lose los
1 Year Ago
Better debug vis for scientist accuracy
1 Year Ago
Fix compile error
1 Year 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
1 Year Ago
Allow scientist to shoot briefly even after they lose LoS
1 Year Ago
Fix being able to see scientist feet through the oilrig floor
1 Year Ago
Fix missing collision on oilrig
1 Year Ago
Fix scientist hearing working counter-intuitively when being sniped
1 Year Ago
Fix headshot damage multiplier not working on new scientists
1 Year Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
1 Year Ago
Fix compile error
1 Year Ago
Potential fix for scientists not reacting well to being sniped
1 Year Ago
Potential fix for scientists not opening doors sometimes
1 Year Ago
Fix scientists shooting super fast
1 Year Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
1 Year 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
1 Year Ago
Force crouching on flanks (again, felt better actually)
1 Year Ago
- Tweak surprise condition - Improve surprise vis logging
1 Year 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
1 Year Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
1 Year Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
1 Year Ago
Fix scientist turning to face target before fully noticing it
1 Year 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)
1 Year Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
1 Year Ago
Increase time between noticing the player and shooting them when they are far away
1 Year Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
1 Year Ago
Merge from main
1 Year 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
1 Year 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
1 Year Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
1 Year 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
1 Year Ago
Fix grenade explosions not being heard by scientists
1 Year Ago
Prevent potential bug if scientist reaction time is ever set to 0
1 Year 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
1 Year Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
1 Year 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
1 Year Ago
Add todos comment highlighting potential issue
1 Year Ago
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
1 Year 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...)
1 Year Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
1 Year Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
1 Year Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
1 Year 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
1 Year Ago
Fix scientist returning to fast to patrol when enemy is still nearby
1 Year Ago
Add classic headshot crosshair and audio notify to new scientists
1 Year Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
1 Year Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
1 Year Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else