userMaverickcancel

1,654 Commits over 639 Days - 0.11cph!

1 Year Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
1 Year Ago
Add some randomness to the scientist peek timings
1 Year Ago
Setup new scientist animation system
1 Year Ago
Fix scientist corpse prefab ID not being updated after folder move
1 Year Ago
Make scientists reposition when they realize they are flanked
1 Year Ago
Fix covers not facing the right way when converted from a prefab local space to world space
1 Year Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
1 Year Ago
Have scientist try to guess your current location based on where they saw you last
1 Year Ago
Renaming crouch to duck for consistency
1 Year Ago
First pass on scientists peeking out of tall and low cover
1 Year Ago
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection
1 Year Ago
Have scientists only crouch when their cover is low
1 Year Ago
Make scientists approach by sprinting or sneaking from cover to cover
1 Year Ago
Prevent scientists from shooting when they are sprinting After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
1 Year Ago
Make killscientists command also kill new scientists
1 Year Ago
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
1 Year Ago
Update spawns in desert mil base dwellings
1 Year Ago
Bake covers for mil desert base
1 Year Ago
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
1 Year Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
1 Year Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
1 Year Ago
Clean up folders
1 Year Ago
Prevent scientists from magically knowing where you are and homing on you They now have to use their senses, guess and search methodically Allowing them to be surprised, baited and flanked Fix scientists seeing through opaque tarp
1 Year Ago
Fix wolves not fleeing when damaged when their target is inside a safe zone
1 Year Ago
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1 Year Ago
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
1 Year Ago
Clean up aim code
1 Year Ago
Fix invis NRE when invis player is killed
1 Year Ago
Scientist accuracy now depends on what the player is doing not only distance
1 Year Ago
Clean up burst logic
1 Year Ago
Modify sight checks to use bounding box top instead of bottom
1 Year Ago
Make bursts feel more natural
1 Year Ago
First pass on making scientist aiming feel fairer
1 Year Ago
Fix NRE caused by new scientist missing a component that wolves have
1 Year Ago
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1 Year Ago
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1 Year Ago
Remove redundant allies vislog
1 Year Ago
Use convars directly in debug aiarena script when ppossible instead of running commands
1 Year Ago
Add vislog to confirm that fallback roam EQS works correctly
1 Year Ago
Fix compile errors
1 Year Ago
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
1 Year Ago
Fix merge compile errors
1 Year Ago
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1 Year Ago
Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
1 Year Ago
Add bark and footstep audio to new jump anim
1 Year Ago
Implement wolf headress effect on wolves
1 Year Ago
Merge from ai_wolf_iteration
1 Year Ago
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1 Year Ago
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
1 Year Ago
Handle sphere traces that start inside geo returning Vector3.zero as their impact point