branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

295 Commits over 303 Days - 0.04cph!

60 Minutes Ago
Merge from main
Today
- Fix muzzle vfx rotation on heavy scientist minigun - Halve damage and double accuracy, makes minigun damage more predictable
Today
Fix suppressive fire inadvertently giving all nearby scientists ESP
Today
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
Today
Fix more oilrig unreachable navmesh islands
Today
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
Today
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
Today
Change proc anim components tick order, should be spine, then tail, then head
Today
Do not tick procedural anim components when entity is culled
Yesterday
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
Yesterday
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
Yesterday
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
3 Days Ago
Fix HasBrokenWeaponMod GC allocs through Linq
3 Days Ago
Fix profiler leak in foliage grid
3 Days Ago
Fix collision not working properly on heavy and shotgun scientists
3 Days Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
3 Days Ago
Remove plugin compile defines
3 Days Ago
- Allow scientists to hear other scientists shots, fix situations where scientists are engaged in a gunfight but their friends don't care if the player doesn't shoot back / has a silent weapon - Pull reload sounds directly from the weapon instead of copying them in another array
3 Days Ago
Fix "move called twice in same frame" warning
3 Days Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
3 Days Ago
Fix new scientist getting stuck on large oilrig doors
3 Days Ago
Set new scientist and heavy scientist health to have similar TTK as old scientists despite not having bullet resistance. It makes balancing damage easier, but the formula I should have used is health/(1-resistance) not health*(1+resistance) so my previous change was wrong.
3 Days Ago
Make silenced weapons harder to hear for scientists
3 Days Ago
Increase heavy scientist health to match old one
6 Days Ago
Fix scientist shotgun reload sounds
6 Days Ago
Fix heavies walking into players
6 Days Ago
Fix shotgun location in hand
6 Days Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
6 Days Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
6 Days Ago
Add new scientists to large oilrig, setup their zones, add debug draw for zone appartenance, create custom editor to edit zones instead of manually entering extents
6 Days Ago
Merge from main
7 Days Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
7 Days Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
7 Days Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
7 Days Ago
Remove unused fields in chinook code as well as for loops with a hardcoded single iteration, comment public fields to make it clear what the difference is between scientistPrefab and dismountablePrefab
8 Days Ago
Allow ch47 to transport new scientists in preparation of new heavy scientists on oilrig, they can't be "mounted" because they don't inherit BasePlayer, so a simpler parenting system was necessary
13 Days Ago
Fix scientists looking at your feet instead of your head
13 Days Ago
Merge from main
14 Days Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
14 Days Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
14 Days Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
14 Days Ago
Fix error with turret lerpspeed when compiling in NONE configuration
14 Days Ago
Merge from main
14 Days Ago
Fix client server directives compile errors
14 Days Ago
Disable scientist obstacle avoidance as it causes them to get stuck
14 Days Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
14 Days Ago
Fix error from missing param in animator
14 Days Ago
- Fix scientists noticing the player again too quikcly after losing them (their awareness value was not decreasing properly) - Fix scientists turning to look at players before they fully noticed them
15 Days Ago
Fix oversight in previous fix