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1,375 Commits over 396 Days - 0.14cph!

2 Months Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
2 Months Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
2 Months Ago
Fix scientists not shooting back when sniped from very very very far away
2 Months Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
2 Months Ago
Prevent shooting too long at where target was after it left
2 Months Ago
Bring scientist health back to what it was, hook hazmat protection values on top
2 Months Ago
Prevent noise event boxing and allocation when used in hashset
2 Months Ago
Remove some barks
2 Months Ago
Change push bark
2 Months Ago
Remove another bark, change push bark
2 Months Ago
Remove peek VO
2 Months Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important
2 Months Ago
Remove some voice lines that seemed out of place
2 Months Ago
Pre-emptive reload when mag not full and target not seen for a while
2 Months Ago
Reduce noise made by melee and bow
2 Months Ago
Clean up reaction time visualization code
2 Months Ago
Fix shooting scientists not making them aware after reaction time rework
2 Months Ago
Fix bow projectiles not making noise (regression)
2 Months Ago
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
2 Months Ago
Fix hearing and being hit boosting scientist accuracy too fast
2 Months Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
2 Months Ago
Fix peripheral vision being too strong in combat
2 Months Ago
Reduce scientist health
2 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
2 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
2 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
2 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
2 Months Ago
Quick and dirty voicelines first pass
2 Months Ago
Prepare scientist TTS hooks (for prototyping only)
2 Months Ago
Add TTS for prototyping
2 Months Ago
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
2 Months Ago
Fix compile error
2 Months Ago
Fix scientists sometimes facing away from their target lkp when in cover
2 Months Ago
Prevent scientists from throwing grenades instantly when they lose los
2 Months Ago
Better debug vis for scientist accuracy
2 Months Ago
Fix compile error
2 Months 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
2 Months Ago
Allow scientist to shoot briefly even after they lose LoS
2 Months Ago
Fix being able to see scientist feet through the oilrig floor
2 Months Ago
Fix missing collision on oilrig
2 Months Ago
Fix scientist hearing working counter-intuitively when being sniped
2 Months Ago
Fix headshot damage multiplier not working on new scientists
2 Months Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
2 Months Ago
Fix compile error
2 Months Ago
Potential fix for scientists not reacting well to being sniped
2 Months Ago
Potential fix for scientists not opening doors sometimes
2 Months Ago
Fix scientists shooting super fast
2 Months Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
2 Months 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
2 Months Ago
Force crouching on flanks (again, felt better actually)