1,015 Commits over 274 Days - 0.15cph!
Have scientists only crouch when their cover is low
Make scientists approach by sprinting or sneaking from cover to cover
Prevent scientists from shooting when they are sprinting
After they sprint, if their target is not directly in front of them, they will need some time to aim at their target again
Make killscientists command also kill new scientists
Fix scientist appearing on server but not client (had to redo DoPrepare and rebuild manifests after changing folder)
Update spawns in desert mil base dwellings
Bake covers for mil desert base
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed
(baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs
This way we can still bake covers in editor even though monuments are procedural
Also optimize the tool to take less than 1s for basic monuments like desert military base
Prevent scientists from magically knowing where you are and homing on you
They now have to use their senses, guess and search methodically
Allowing them to be surprised, baited and flanked
Fix scientists seeing through opaque tarp
Fix wolves not fleeing when damaged when their target is inside a safe zone
If a scientist loses sight of you and you pop from another angle they don't expect, they'll take more time to flick their crosshair to you
If you reappear in the exact same spot though, they won't need to move their crosshair so they'll just shoot based on the average human reaction time
Fix invis NRE when invis player is killed
Scientist accuracy now depends on what the player is doing not only distance
Modify sight checks to use bounding box top instead of bottom
Make bursts feel more natural
First pass on making scientist aiming feel fairer
Fix NRE caused by new scientist missing a component that wolves have
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Remove redundant allies vislog
Use convars directly in debug aiarena script when ppossible instead of running commands
Add vislog to confirm that fallback roam EQS works correctly
Reduce the amount of topology and water checks we have to do, by only checking top scored points and doing a early out as soon as one of them passes
This has the potential to cut the number of water checks (the most expensive checks) by 8 when roaming
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Remove wolf hat effect on wolves, as it's one of the most common hats it would affect wolves all the time
Add bark and footstep audio to new jump anim
Implement wolf headress effect on wolves
Merge from ai_wolf_iteration
In unlikely case of ground projection spherecast starting inside geo, handle failure gracefully and keep the point unprojected
Handle sphere traces that start inside geo returning Vector3.zero as their impact point
Reduce wolf circle speed by 25%, make it so that the wolves uses multiple different speeds when closing the gap instead of zigzaging at full speed
Make wolves react more predictably to allies being hit, making packs of 3 more manageable with a bow
Prevent wolf from jumping inside geo if the player is tip toeing on a platform/cliff edge
Reduce wolf vision range at night
Merge from ai_wolf_iteration
Merge from ai_wolf_iteration
Correctly return state failure when pathfinding failed
Merge from ai_wolf_iteration