userMaverickcancel

1,382 Commits over 457 Days - 0.13cph!

4 Months Ago
- Makes it easier to change a scientist's weapon - Equip oilrig scientist with classic mp5
4 Months Ago
Better naming and parameters in npc shooting component
4 Months Ago
Simplify scientist shooting logic
4 Months Ago
Spawn new scientists on small oilrig
4 Months Ago
Reduce odds of scientists charging
4 Months Ago
- Vary angles, don't be predictable and peek from the same place twice - Improve and simplify the way we measure the quality of a flanking path, prevent very direct paths being accepted as "flanking" paths
4 Months Ago
Fix scientists not reacting to loud gun sounds when patrolling
4 Months Ago
Prevent scientist's eyes from staying at their standing height when they are crouching, potentially allowing them to see what's going on above their cover without peeking
4 Months Ago
- Fix scientists being able to see through some covers (pallets, pipe piles) - Better line of sight debugging
4 Months Ago
Fix new scientists not being able to open doors
4 Months Ago
Add some randomness to the way scientist sample candidate positions, so that they don't pick the same too often, or multiple scientists don't pick the same
4 Months Ago
4 Months Ago
Reduce odds of re-hiding after peeking
4 Months Ago
Reduce odds of flanking
4 Months Ago
Improve and simplify flanking pathfinding
4 Months Ago
Don't allow partial paths when flanking
4 Months Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
4 Months Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
4 Months Ago
Don't refresh the path over time when moving to a static point (eg cover, peek)
4 Months Ago
Start setting up flanking state
4 Months Ago
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
4 Months Ago
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
4 Months Ago
- Make scientists sometimes opt for repositionning and staying on the offensive instead of staying in cover when they don't need to reload - Add comments to each FSM transitions to help understand the scientist's thoughts
4 Months Ago
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
4 Months Ago
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
4 Months Ago
Lower scientist eyes slightly to prevent them seeing above above pipe piles and pallet piles (technically a player can do this, but it feels unfair if the scientist does it)
4 Months Ago
Use crouched height to trace for potential covers instead of standing height Widen the trace fan to avoid having part of the body poke outside of the cover
4 Months Ago
Add audio cue when scientists are surprised
4 Months Ago
Merge from main
4 Months Ago
Makes surprising scientists less inconsistent
4 Months Ago
- If scientists hear footsteps approaching while reloading they'll hide somewhere else - Fix scientist still being allowed to shoot when surprised - Fix scientist being surprised too easily / often
4 Months Ago
Temporarily disable look at proc anim
4 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
4 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
4 Months Ago
Fix loot not working on new scientists
4 Months Ago
Use classic scientist mesh
4 Months Ago
Fix scientists seeing from their belly button instead of their eyes
4 Months Ago
- If running into the target by accident when heading to a cover, enter dogfight mode - When hiding look in the direction the player is likely to come from
4 Months Ago
First pass on cover behaviour
5 Months Ago
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again) - Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
5 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
5 Months Ago
Reduce search radius
5 Months Ago
- Fix oilrig being considered in water by scientists - Allow reacting to noises not necessarily coming from the current target when investigating - Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike) - Fix enemy being marked as visible when just heard or when hit by a bullet
5 Months Ago
Fix scientist not rushing to investigate noises when searching
5 Months Ago
Fix scientists getting stuck in search recursion
5 Months Ago
- Temp workaround to scientist not able to move on oilrig (oilrig thinks it's in water) - Fix getting stuck in search state - Fix scientist heading to a different floor when strafing
5 Months Ago
- Make scientist head towards LKP instead of actual player pos - Add scientist search behavior when reaching LKP but no player is there - Simplify FindLKP - Fix FSM getting stuck in "roaming"
5 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
5 Months Ago
Don't add scientist brain twice
5 Months Ago
Fix compile errors