1,474 Commits over 549 Days - 0.11cph!
Add heavy voicelines to ask his teammates to flank when players waste their time shooting his front armor, not hooked yet
Do not send RPCs for bullets bouncing off heavy's armor. It'll add unecessary network overhead and delays, just do it on the clients. This requires forwarding OnAttacked to EntityComponents and renaming resource dispenser's OnAttacked.
Make heavy more resistant to bullets from the front, but their ammo/fuel backpack will explode and instakill them on hit
Build manifest to be able to spawn scientists (got erased from merge)
Create custom inspector to make editing voicelines easier, stop using the "bark" term and try to always use "voiceline"
Refactor voicelines to replicate with voiceline index instead of voiceline hash, also allows per-category cooldown work to start
Refactor voiceline system to use audioclips instead of procedurally generating audio at runtime, todo now make cooldowns use voiceline type not exact text as id
Bake windows placeholder robot voices into audioClips, as people get different voices depending on their machine, sometimes even female. It'll also be easier to replace with proper voice recordings before release.
Prepare some voiceline variations so that they don't repeat the same things too much
Potential fix for "eject pistol shell not found" warning spam
Fix scientists potentially using the reload last frame pose instead of the aiming pose
Potential fix for footstep NRE
Fix target position guess not working properly
Make visual logger save faster, making it more usable on large numbers of NPCs
When scientists are very far, their calculations to decide which angle to hold are simplified, leaving more resources to closer scientists
When peeking, scientists that didn't see the target for a while will get less budget unless they are in the same zone, this avoids scientists on the oilrig top floors wasting the global scientist budget when peeking is obviously impossible
- Make it more likely for a scientist on the same floor to assist or respond to orders, instead of a scientist from another floor
- Fix bug where scientists would ask help for a push, one would agree, but a third one that's not even involved would play the voiceline "copy"
Rerun s2p on oilrig scenes, as after merge they were spawning old scientists
Decrease old AIs frame budget, increase new AIs frame budget by same amount
Potential fix for scientists sometimes not reacting to being shot when hunkered down in cover
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
- Add death bark (disabled for now)
- Add fallback for index out of range issue when path succeeds but there is only one point
- Make scientists have conversations instead of speaking to themselves
- Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
- Fix scientist staring at walls as if they were taking a leak when patrolling
- Make sure scientists are always limited by a turning speed, and can't snap turn
Use old heavies on ch47 until new heavies are more ready
- Fix muzzle vfx rotation on heavy scientist minigun
- Halve damage and double accuracy, makes minigun damage more predictable
Fix suppressive fire inadvertently giving all nearby scientists ESP
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
Fix more oilrig unreachable navmesh islands
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
Change proc anim components tick order, should be spine, then tail, then head
Do not tick procedural anim components when entity is culled
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
Fix HasBrokenWeaponMod GC allocs through Linq
Fix profiler leak in foliage grid
Fix collision not working properly on heavy and shotgun scientists