branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

357 Commits over 365 Days - 0.04cph!

5 Months Ago
Temporarily disable look at proc anim
5 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
5 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
5 Months Ago
Fix loot not working on new scientists
5 Months Ago
Use classic scientist mesh
5 Months Ago
Fix scientists seeing from their belly button instead of their eyes
5 Months 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
5 Months Ago
First pass on cover behaviour
5 Months 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
5 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
5 Months Ago
Reduce search radius
5 Months 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
5 Months Ago
Fix scientist not rushing to investigate noises when searching
5 Months Ago
Fix scientists getting stuck in search recursion
5 Months 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
5 Months 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"
5 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
5 Months Ago
Don't add scientist brain twice
5 Months Ago
Fix compile errors
5 Months Ago
Merge from main
10 Months Ago
Improve line covers
10 Months Ago
Fix compile error
10 Months Ago
Add line cover component
10 Months Ago
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
10 Months Ago
Merge from main
10 Months Ago
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
10 Months Ago
Fix vddraw never showing scientist aim
10 Months Ago
Fix scientists being able to shoot a last bullet upeon dying
10 Months Ago
Allow scientists to retreat after close range scuffle lasted long enough
10 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
10 Months Ago
Fix scientists taking too many risks when repositionning
10 Months Ago
Add reaction time to scientists to avoid unreactable peeks
10 Months Ago
Fix heli targeting scientists
10 Months Ago
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
10 Months Ago
Remove manual call to hurt in scientist as it's now a method of entityComponent
10 Months Ago
When hit, automatically update the offender's position
10 Months Ago
Forward the Hurt call from entity to entityComponent
10 Months Ago
Prevent scientists moving too close to player when seeking cover
10 Months Ago
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
10 Months Ago
Fix scientists footstep sounds not playing correctly
10 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
10 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)
10 Months Ago
Prevent scientists from sneaking if they need to get into cover asap
10 Months Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
11 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
11 Months Ago
Make scientists look towards where they "think" the player is, not where the player actually is Make scientist not be able to shoot when they are sprinting
11 Months Ago
When generating covers, automatically delete previously spawned sub monuments
11 Months Ago
Add some randomness to the scientist peek timings
11 Months Ago
Setup new scientist animation system
11 Months Ago
Fix scientist corpse prefab ID not being updated after folder move