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1,669 Commits over 639 Days - 0.11cph!

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
2 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
2 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
2 Months Ago
Merge from naval_update
2 Months Ago
Also prevent double push when throwing grenades
2 Months Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
2 Months Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
2 Months Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
2 Months Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
2 Months Ago
Merge from naval_update
2 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
2 Months Ago
Another attempt at fixing npcs going through tropical ruins doors
2 Months Ago
Fix some traces not being added in the correct category of the npc visual debugger
2 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)
2 Months Ago
Skip food detection on scientists
2 Months Ago
Improve scientists undergeared player evaluation
2 Months Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
2 Months Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
2 Months Ago
Fixing more broken files
2 Months Ago
Merge from main
2 Months Ago
Attempt to unbork the naval merge subtraction
2 Months Ago
Merge from naval_update
2 Months Ago
Fix client compile error
2 Months Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
2 Months Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
2 Months Ago
Hide scientists healthbar
2 Months Ago
Merge from fix_npc_flanking
2 Months Ago
Merge from naval_update
2 Months Ago
Hook up new flanking algorithm to fsm
2 Months Ago
Merge from naval_update
2 Months Ago
Polish flank code, remove allocs, ifdef logs, support moving navmesh, share editor and runtime code for easier testing, use parameters for magic numbers, fix wrong algorithm in ComputePathsInitialSimilarity
3 Months Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
3 Months Ago
S2P islands for ai zones
3 Months Ago
Setup AI sleeping on islands, not working, still figuring out why
3 Months Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
3 Months Ago
Fix new scientists not playing static sound effect on death
3 Months Ago
Fix new Scientist using wrong headshots sounds
3 Months Ago
Prevent another "Look rotation viewing vector is zero" error