branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

347 Commits over 365 Days - 0.04cph!

1 Year Ago
Merge from main
1 Year Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
1 Year Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
1 Year Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
1 Year Ago
Fix error with turret lerpspeed when compiling in NONE configuration
1 Year Ago
Merge from main
1 Year Ago
Fix client server directives compile errors
1 Year Ago
Remove leftover components from scientist suit that's not needed since the scientist is not a BasePlayer anymore
1 Year Ago
Disable scientist obstacle avoidance as it causes them to get stuck
1 Year Ago
Fix error from missing param in animator
1 Year 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
1 Year Ago
Fix oversight in previous fix
1 Year Ago
Fix long range spotted debug being wrong
1 Year Ago
- Better debug drawing of cones (more 3D) - Fix long range sight rectangle checks being wrong (wrong order of arguments, dir passed as pos) - Allow looking up and down not just sideways
1 Year Ago
Fix DrawCone not properly handling non 2D directions
1 Year Ago
Prevent leaving cover when being sniped, first iteration, needs more work to handle when sniper repositions
1 Year Ago
- Fix LKP not being updated correctly when hearing new noises - Fix melee weapons making big noises - Separate the noise location from the guessed location of the thing that made the noise (we don't want to look at where the bullet hit, we want to look at the shooter even if they are very far)
1 Year Ago
- Have scientist aim up and down instead of only horizontally (only visual) - Fix scientists looking at the lkp through walls instead of looking at potential ways the target could be coming from (only when staying in cover for now)
1 Year Ago
Disable horizontal spine rotation
1 Year Ago
Re-enable scientist procedural aim up/down
1 Year Ago
Fix sprinting players not being noticed by scientists fast enough, and crouching players being noticed too fast
1 Year Ago
Balance scientists vehicle awareness
1 Year Ago
Make horse riding players more visible to npcs
1 Year Ago
Add convar to tweak npcs health
1 Year Ago
Potential fix for all scientist placeholder audio being feminine on some systems
1 Year Ago
Have scientists coordinate a push together when throwing a smoke grenade
1 Year Ago
Still shoot when panicking, just be inaccurate, looks less silly
1 Year Ago
- Have scientists notice a player 1.5 times faster based on playtest feedback - Have scientists spot vehicles from further away
1 Year Ago
Fix other pooled list leaks
1 Year Ago
Fix more pooled list leaks
1 Year Ago
Add missing "using" to properly free the pooled list in State_Flank
1 Year Ago
Have scientist only ask their closest ally to help in a rush, not the whole squad
1 Year Ago
- Replace f1 grenade with smoke grenade - Add support for custom expiration time for blackboard facts
1 Year Ago
- Add option to specify priority of voice lines - Encapsulate speaking logic into a separate component
1 Year Ago
- When staying in cover, try to hold a likely angle the player could come from - Fix scientist sometimes leaving their zone for a cover super far away (when they use the old cover system as fallback) - More navmesh blockers on oilrig small to prevent scientists wasting their time testing destinations inside geo
1 Year Ago
Remove allocs in flanking state
1 Year Ago
Make leaving zone during rush more robust
1 Year Ago
Merge from main
1 Year Ago
- Remove nav blockers in small oilrig - Cache zone on spawn - Discard potential destinations out of zone when peeking or taking cover - Don't flank targets out of our zone, or rush them, unless they got injured or an ally asked for help - Add debug visualization for zone checks - When leaving the zone for any reason, scientists should not filter points outside the zone anymore, or they'll be stuck
1 Year Ago
Initial setup for new AI zones (zones they don't want to leave unless they have a very good reason like pushing an injured player) This is to avoid all the scientists going on the same floor to fight upon hearing the first shot, instead they should cover the entrances to their floor and only move between floors on special occasions Previously this was done with navmesh blockers, but they prevent the scientists to ever pushing in another floor
1 Year Ago
Fix scientists not shooting back when sniped from very very very far away
1 Year Ago
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
1 Year Ago
Prevent shooting too long at where target was after it left
1 Year Ago
Bring scientist health back to what it was, hook hazmat protection values on top
1 Year Ago
Prevent noise event boxing and allocation when used in hashset
1 Year Ago
Remove some barks
1 Year Ago
Change push bark
1 Year Ago
Remove another bark, change push bark
1 Year Ago
Remove peek VO
1 Year Ago
- When a scientist just shot the player, have him ask support from other scientists to rush - Allow some voicelines to ignore cooldowns when they are important