branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

357 Commits over 365 Days - 0.04cph!

3 Months Ago
Rerun s2p on oilrig scenes, as after merge they were spawning old scientists
3 Months Ago
Decrease old AIs frame budget, increase new AIs frame budget by same amount
3 Months Ago
Potential fix for scientists sometimes not reacting to being shot when hunkered down in cover
3 Months Ago
Merge from main
3 Months Ago
Fix conversation order being sometimes inverted (scientist switching lines, not making sense)
3 Months Ago
- Add death bark (disabled for now) - Add fallback for index out of range issue when path succeeds but there is only one point
3 Months Ago
- Make scientists have conversations instead of speaking to themselves - Fix scientists orchestrating a push even though their grenade throw failed (then saying too much "come with me")
3 Months Ago
Fix scientists abandonning their zone if they hear the player while searching, instead keep holding the zone and only chase if the sound is in their zone
3 Months Ago
- Fix scientist staring at walls as if they were taking a leak when patrolling - Make sure scientists are always limited by a turning speed, and can't snap turn
3 Months Ago
Use old heavies on ch47 until new heavies are more ready
3 Months Ago
Fix more compile errors
3 Months Ago
Fix compile error
3 Months Ago
Merge from main
3 Months Ago
- Fix muzzle vfx rotation on heavy scientist minigun - Halve damage and double accuracy, makes minigun damage more predictable
3 Months Ago
Fix suppressive fire inadvertently giving all nearby scientists ESP
3 Months Ago
Improve heavy behaviour when shooting unreachable players, don't just go to the foot of the building
3 Months Ago
Fix more oilrig unreachable navmesh islands
3 Months Ago
Make path vislog more intuitive and consistent, fix heavy scientist sometimes struggling to find angle on player standing on top of building
3 Months Ago
Allow scrolling in vddraw window, filter out more verbose vlogs to prevent spikes when recording lots of scientists
3 Months Ago
3 Months Ago
Change proc anim components tick order, should be spine, then tail, then head
3 Months Ago
Do not tick procedural anim components when entity is culled
3 Months Ago
Add navmesh obstacle to props used on oilrigs, preventing instances of unreachable navmesh on top or inside structures, which prevents pathfinding early outs
3 Months Ago
Playtest and iterate on shotgun scientist behaviour, more hit and run, sneaking and setting up ambushes
3 Months Ago
Fix quaternion error due to using very small vector sometimes when picking a direction to face when entering cover
3 Months Ago
Fix HasBrokenWeaponMod GC allocs through Linq
3 Months Ago
Fix profiler leak in foliage grid
3 Months Ago
Fix collision not working properly on heavy and shotgun scientists
3 Months Ago
Fix npcs moving twice in the same frame (previous fix was incomplete), add better logging to debug faster
3 Months Ago
Remove plugin compile defines
3 Months 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 Months Ago
Fix "move called twice in same frame" warning
3 Months Ago
Fix error when realmed remove tries to remove audio component (do the effects in audiomixer instead of components)
3 Months Ago
Fix new scientist getting stuck on large oilrig doors
3 Months 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 Months Ago
Make silenced weapons harder to hear for scientists
3 Months Ago
Increase heavy scientist health to match old one
3 Months Ago
Fix scientist shotgun reload sounds
3 Months Ago
Fix heavies walking into players
3 Months Ago
Fix shotgun location in hand
3 Months Ago
- Correct icon and localization of new scientists - Add prototype shotgun scientist with different behaviour
3 Months Ago
- Make custom behaviour for heavies, to walk and suppress while other scientists flank or push - Makes scientists walk instead of jog
3 Months 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
3 Months Ago
Merge from main
3 Months Ago
Go over cases where scientists can react too fast to noise / being hurt, and improve them
3 Months Ago
Make ch47 carve navmesh to prevent heavy scientists clipping into it when dismounting
3 Months Ago
Setup new heavy scientist prefab and get them to bet dropped by the chinook
3 Months 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
3 Months 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
3 Months Ago
Fix scientists looking at your feet instead of your head