branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel
212 Commits over 273 Days - 0.03cph!
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
Add audio cue when scientists are surprised
Makes surprising scientists less inconsistent
- 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
Temporarily disable look at proc anim
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling
- Fix aiming anim param being bool instead of weight
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
Fix loot not working on new scientists
Use classic scientist mesh
Fix scientists seeing from their belly button instead of their eyes
- 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
First pass on cover behaviour
- 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
Temporarily disable friendly fire on scientists until we improve shooting logic
- 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
Fix scientist not rushing to investigate noises when searching
Fix scientists getting stuck in search recursion
- 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
- 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"
- Adapt killscientists command to kill new scientists
- Fix NRE on scientist death
- Fix target lost transition not working properly
- Simplify FSM
Don't add scientist brain twice
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
Fix vddraw never showing scientist aim
Fix scientists being able to shoot a last bullet upeon dying
Allow scientists to retreat after close range scuffle lasted long enough
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
Fix scientists taking too many risks when repositionning
Add reaction time to scientists to avoid unreactable peeks
Fix heli targeting scientists
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
Remove manual call to hurt in scientist as it's now a method of entityComponent
When hit, automatically update the offender's position
Forward the Hurt call from entity to entityComponent
Prevent scientists moving too close to player when seeking cover
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
Fix scientists footstep sounds not playing correctly
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
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)
Prevent scientists from sneaking if they need to get into cover asap
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
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