userMaverickcancel

1,331 Commits over 427 Days - 0.13cph!

3 Months Ago
Fix scientists sometimes facing away from their target lkp when in cover
3 Months Ago
Prevent scientists from throwing grenades instantly when they lose los
3 Months Ago
Better debug vis for scientist accuracy
3 Months Ago
Fix compile error
3 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
3 Months Ago
Allow scientist to shoot briefly even after they lose LoS
3 Months Ago
Fix being able to see scientist feet through the oilrig floor
3 Months Ago
Fix missing collision on oilrig
3 Months Ago
Fix scientist hearing working counter-intuitively when being sniped
3 Months Ago
Fix headshot damage multiplier not working on new scientists
3 Months Ago
- When a scientist is hit, it'll warn unaware allies - Replace sightRangeMultiplier with IsInCombat check
3 Months Ago
Fix compile error
3 Months Ago
Potential fix for scientists not reacting well to being sniped
3 Months Ago
Potential fix for scientists not opening doors sometimes
3 Months Ago
Fix scientists shooting super fast
3 Months Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
3 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
3 Months Ago
Force crouching on flanks (again, felt better actually)
3 Months Ago
- Tweak surprise condition - Improve surprise vis logging
3 Months Ago
- Fix scientists not reacting to sounds when idle - New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
3 Months Ago
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
3 Months Ago
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
3 Months Ago
Fix scientist turning to face target before fully noticing it
3 Months Ago
- Move reaction time logic to sense component instead of shooting component - Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
3 Months Ago
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
3 Months Ago
Increase time between noticing the player and shooting them when they are far away
3 Months Ago
Fix camping and surprise being triggered incorrectly sometimes on first sighting
3 Months Ago
Merge from main
3 Months Ago
- Reduce grenade overshoot as it was overshooting the oilrig crane - Increase grenade damage - Better debug visualizations for camping - Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
3 Months Ago
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
3 Months Ago
- Prevent scientists in same area from throwing multiple grenades in quick succession - Better player camping detection
3 Months Ago
- Have scientists throw grenades on players camping a single spot for a long time (first pass) - Don't sprint when flanking, we need to keep looking in the target direction not just ahead
3 Months Ago
Fix grenade explosions not being heard by scientists
3 Months Ago
Prevent potential bug if scientist reaction time is ever set to 0
3 Months Ago
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
3 Months Ago
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
3 Months Ago
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
3 Months Ago
Add todos comment highlighting potential issue
3 Months Ago
Prevent scientists from being interested in bullet impact instead of loud gun shot, when the gun is shot from very far away
3 Months Ago
- Fix scientist not taking cover when sniped from very far in some situations. For example in the oilrig docks the EQS to dynamically find covers can fail it's quite open and small, so we fallback to existing manually placed cover points. - Reduce stopping distance from 1m to 5cm (again I got confused with unreal units vs unity units...)
3 Months Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
3 Months Ago
Prevent scientists not being able to see players standing on a very tall building when in combat
3 Months Ago
Quick hack to test ways to not aggro all the oilrig scientists on the same floor when they hear the gunshots
3 Months Ago
Remove small navmesh islands on top of containers etc on small oilrig, prevents costly unsuccessful pathfinding to reach player standing on them, or useless eqs samples
3 Months Ago
Fix scientist returning to fast to patrol when enemy is still nearby
3 Months Ago
Add classic headshot crosshair and audio notify to new scientists
3 Months Ago
Allow other classes than BasePlayer to use headshot crosshair and audio notify
3 Months Ago
Replace T2 loadout editor preset gloves with bandana, put syringe in more sensible slot
3 Months Ago
Project lkp to navmesh before flanking, in case player is standing on a container or something else
3 Months Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5