branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

212 Commits over 273 Days - 0.03cph!

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