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1,682 Commits over 639 Days - 0.11cph!

58 Days Ago
Fix npc rushing after landing a few shots on the player, required new handling with weapon entities
58 Days Ago
Fix reload sounds not playing (does not support swapping weapons for now)
58 Days Ago
Refine npc aiming logic, good accuracy if player is not moving or charging us, bad accuracy if player is far away or running sideways/away
58 Days Ago
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
59 Days Ago
Merge from naval_update
2 Months Ago
Subtract subtraction of naval_update merge, fix compile error on server
2 Months Ago
Placeholder notify for third person reload sound
2 Months Ago
Remove call to SetGenericVisible on scientist weapon, seems to be redundant from initial tests (will see with more testing if it really is)
2 Months Ago
Add comment to make new scientists aimCone calculation less cryptic
2 Months Ago
Fix weapon damage npc scaling and friendly fire not working properly when weapon is equipped to new scientist
2 Months Ago
Fix npc weapon parenting
2 Months Ago
Merge from naval_update
2 Months Ago
Format npcShootingComponent to remove weird spacing
2 Months Ago
2 Months Ago
First pass on giving real weapon entities to new scientists
2 Months Ago
Merge from add_printorkilloffnavscientists_command
2 Months Ago
Merge from fix_scientists_cant_enter_oilrig_rooms
2 Months Ago
Merge from fix_scientists_not_wounding
2 Months Ago
Merge from fix_scientist_cant_see_player_despite_touching
2 Months Ago
Merge from fix_ai_play_anim_nre
2 Months Ago
Fix State_Playtanimation NRE
2 Months Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
2 Months Ago
Fix new scientists killing players without wounding them first
2 Months Ago
Fix scientists not able to go into large oilrig top floor rooms
2 Months Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
2 Months Ago
Merge from naval_update
3 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
3 Months Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
3 Months Ago
Merge from naval_update
3 Months Ago
Also prevent double push when throwing grenades
3 Months Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
3 Months Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
3 Months Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
3 Months Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
3 Months Ago
Merge from naval_update
3 Months Ago
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible - Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them - Fix scientists throwing grenades while searching or while being surprised
3 Months Ago
Another attempt at fixing npcs going through tropical ruins doors
3 Months Ago
Fix some traces not being added in the correct category of the npc visual debugger
3 Months Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
3 Months Ago
Skip food detection on scientists
3 Months Ago
Improve scientists undergeared player evaluation
3 Months Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
3 Months Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
3 Months Ago
Fixing more broken files
3 Months Ago
Merge from main
3 Months Ago
Attempt to unbork the naval merge subtraction
3 Months Ago
Merge from naval_update
3 Months Ago
Fix client compile error
3 Months Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
3 Months Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval