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1,423 Commits over 518 Days - 0.11cph!

6 Months Ago
Fix new scientists not being able to open doors
6 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
6 Months Ago
6 Months Ago
Reduce odds of re-hiding after peeking
6 Months Ago
Reduce odds of flanking
6 Months Ago
Improve and simplify flanking pathfinding
6 Months Ago
Don't allow partial paths when flanking
6 Months Ago
- Make flanking route filtering more lenient as it was discarding some good ones - Attempt to fix scientist bugging out when hiding
6 Months Ago
Better debug drawing for flanks, flank when possible, increase sightings memory duration
6 Months Ago
Don't refresh the path over time when moving to a static point (eg cover, peek)
6 Months Ago
Start setting up flanking state
6 Months Ago
- Make flanking debug display work both in games with DDRAW and in editor with gizmos - Add height param to path debug drawing
6 Months Ago
Makes VDDRAW fallback to gizmos/handles when used in editor instead of DDRAW
6 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
6 Months Ago
Make sure the cover is not compromised by the time we arrive in it, as it can look silly
6 Months Ago
Fix scientist heading toward bullet impact location instead of shot location (if the shot is loud enough eg firearm)
6 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)
6 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
6 Months Ago
Add audio cue when scientists are surprised
6 Months Ago
Merge from main
6 Months Ago
Makes surprising scientists less inconsistent
6 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
6 Months Ago
Temporarily disable look at proc anim
6 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
6 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
6 Months Ago
Fix loot not working on new scientists
6 Months Ago
Use classic scientist mesh
6 Months Ago
Fix scientists seeing from their belly button instead of their eyes
6 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
6 Months Ago
First pass on cover behaviour
6 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
6 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
6 Months Ago
Reduce search radius
6 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
6 Months Ago
Fix scientist not rushing to investigate noises when searching
6 Months Ago
Fix scientists getting stuck in search recursion
6 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
6 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"
6 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
6 Months Ago
Don't add scientist brain twice
6 Months Ago
Fix compile errors
6 Months Ago
Merge from main
7 Months Ago
Fix crocs dying at jungle pond
7 Months Ago
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
7 Months Ago
Fix croc trying to attack cars and shelters with no success
7 Months Ago
Merge from tiger_death_nre_fix (again)
7 Months Ago
Temporary fix for tiger NRE on death, the proper fix will be shelved and merged post patch, as the bug unearthed a deeper bug in entityComponent whose fix could create other bugs
7 Months Ago
Merge from tiger_death_nre_fix
7 Months Ago
Fix NRE on tiger death
7 Months Ago
Replace all usages of "is {}" pattern matching to properly account for unity null override (previous commit didn't go through)