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1,015 Commits over 274 Days - 0.15cph!

2 Months Ago
Update manifest
2 Months Ago
Generate root motion data for existing anims
2 Months Ago
Setup tiger required gameplay assets (it has the wolf mesh for now while I wait for the new tiger mesh)
2 Months Ago
Improve line covers
2 Months Ago
Fix compile error
2 Months Ago
Add line cover component
2 Months Ago
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
3 Months Ago
Merge from main
3 Months Ago
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
3 Months Ago
Fix vddraw never showing scientist aim
3 Months Ago
Fix scientists being able to shoot a last bullet upeon dying
3 Months Ago
Allow scientists to retreat after close range scuffle lasted long enough
3 Months Ago
Have scientists try to predict which angle the player will pop from and wait, to prevent scientists flanking too agressively to acquire a direct LoS
3 Months Ago
Fix scientists taking too many risks when repositionning
3 Months Ago
Merge from main
3 Months Ago
Add reaction time to scientists to avoid unreactable peeks
3 Months Ago
Fix heli targeting scientists
3 Months Ago
Merge from main
3 Months Ago
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
3 Months Ago
Remove manual call to hurt in scientist as it's now a method of entityComponent
3 Months Ago
When hit, automatically update the offender's position
3 Months Ago
Forward the Hurt call from entity to entityComponent
3 Months Ago
Prevent scientists moving too close to player when seeking cover
3 Months Ago
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
3 Months Ago
Fix scientists footstep sounds not playing correctly
3 Months Ago
When peeking scientists will hide deeper behind corners and only peek tightly, instead of staying just behind the corner (almost sicking out) and always peeking wide
3 Months Ago
Snap scientists to their cover even if those are slightly off navmesh (else they don't stick to the walls because of navmesh erosion, and can be spotted easily)
3 Months Ago
Prevent scientists from sneaking if they need to get into cover asap
3 Months Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
3 Months Ago
Have scientist briefly strafe and use suppressing fire before turning and sprinting to a distant cover Have them crouch and sneak instead if the cover they want to go to is very close
3 Months Ago
Merge from ai_wolf_iteration (significant optimization)
3 Months Ago
Make scientists look towards where they "think" the player is, not where the player actually is Make scientist not be able to shoot when they are sprinting
3 Months Ago
Fix compile error
3 Months Ago
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4 Months Ago
When generating covers, automatically delete previously spawned sub monuments
4 Months Ago
-Add more profile markers to heli -Use fast broad grid check instead of precise one (heli range is 150m but cells are 32m wide, so we are not getting that much precision by using the narrow phase)
4 Months Ago
Fix heli adding player multiple time to its targets
4 Months Ago
Fix mistake than meant grid cell was queried but not used Also don't iterate at all is ignorePlayers is true, instead of skipping every entry inside the loop
4 Months Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
4 Months Ago
Only search for targets in grid cells around heli, instead of iterating on all players on the server When adding a new target, instead of iterating over all existing targets to see if we already have it, use a lookup table (squared complexity > linear complexity) Remove invalid targets by index instead of removing them by reference (squared complexity > linear complexity)
4 Months Ago
Add some randomness to the scientist peek timings
4 Months Ago
Setup new scientist animation system
4 Months Ago
Fix scientist corpse prefab ID not being updated after folder move
4 Months Ago
Make scientists reposition when they realize they are flanked
4 Months Ago
Fix covers not facing the right way when converted from a prefab local space to world space
4 Months Ago
When waiting in cover, scientist face the side they think you'll come from instead of facing the wall This also helps sneaking up on them when flanking from the opposite side
4 Months Ago
Have scientist try to guess your current location based on where they saw you last
4 Months Ago
Renaming crouch to duck for consistency
4 Months Ago
First pass on scientists peeking out of tall and low cover
4 Months Ago
Use constants from BasePlayer and PlayerEyes for NPC cover generation and selection