branchrust_reboot/main/ai_wolf_iteration/ai_scientist_iterationcancel

357 Commits over 365 Days - 0.04cph!

3 Months Ago
Temporarily disable look at proc anim
3 Months Ago
- First pass on scientist patrol, surprised state, and better relaxed/aiming animation handling - Fix aiming anim param being bool instead of weight
3 Months Ago
Use tags to network ducking / aiming / relaxed state of scientist instead of RPC or protobuf
4 Months Ago
Fix loot not working on new scientists
4 Months Ago
Use classic scientist mesh
4 Months Ago
Fix scientists seeing from their belly button instead of their eyes
4 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
4 Months Ago
First pass on cover behaviour
4 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
4 Months Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
4 Months Ago
Reduce search radius
4 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
4 Months Ago
Fix scientist not rushing to investigate noises when searching
4 Months Ago
Fix scientists getting stuck in search recursion
4 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
4 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"
4 Months Ago
- Adapt killscientists command to kill new scientists - Fix NRE on scientist death - Fix target lost transition not working properly - Simplify FSM
4 Months Ago
Don't add scientist brain twice
4 Months Ago
Fix compile errors
4 Months Ago
Merge from main
8 Months Ago
Improve line covers
8 Months Ago
Fix compile error
8 Months Ago
Add line cover component
8 Months Ago
Incentivize peeking when hearing sound ahead, clean up unused states, fix compile error from merge
8 Months Ago
Merge from main
8 Months Ago
Make scientist play more conservatively at the beginning of an encounter or after action packed moments
8 Months Ago
Fix vddraw never showing scientist aim
8 Months Ago
Fix scientists being able to shoot a last bullet upeon dying
8 Months Ago
Allow scientists to retreat after close range scuffle lasted long enough
8 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
8 Months Ago
Fix scientists taking too many risks when repositionning
8 Months Ago
Add reaction time to scientists to avoid unreactable peeks
8 Months Ago
Fix heli targeting scientists
8 Months Ago
Prevent scientist from going back to patrolling like nothing happened when they know a threat is nearby
8 Months Ago
Remove manual call to hurt in scientist as it's now a method of entityComponent
8 Months Ago
When hit, automatically update the offender's position
8 Months Ago
Forward the Hurt call from entity to entityComponent
8 Months Ago
Prevent scientists moving too close to player when seeking cover
8 Months Ago
Make scientists strafe erratically when fighting at very very close range instead of wasting time seeking cover
8 Months Ago
Fix scientists footstep sounds not playing correctly
8 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
8 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)
8 Months Ago
Prevent scientists from sneaking if they need to get into cover asap
8 Months Ago
Add categories to rust editor window loadouts, and add loadouts for every workbench tiers
9 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
9 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
9 Months Ago
When generating covers, automatically delete previously spawned sub monuments
9 Months Ago
Add some randomness to the scientist peek timings
9 Months Ago
Setup new scientist animation system
9 Months Ago
Fix scientist corpse prefab ID not being updated after folder move