1,205 Commits over 335 Days - 0.15cph!
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
Fix peripheral vision being too strong in combat
Increase reaction time, reduce damage, simplify accuracy formula
Have scientists always be surprised when first hearing or being hurt by a player
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
Fix scientists being able to shoot through solid colliders when hearing the player
Quick and dirty voicelines first pass
Prepare scientist TTS hooks (for prototyping only)
Prevent scientist from sprinting when dogfighting from upclose, wasting time where they can't shoot
Fix scientists sometimes facing away from their target lkp when in cover
Prevent scientists from throwing grenades instantly when they lose los
Better debug vis for scientist accuracy
- Fix scientists being able to shoot when sprinting
- Allow scientist to shoot when surprised and offscreen, but not being accurate (to help players pinpoint where they are before getting beamed)
- Fix scientist being able to land a shot when they are supposed to be inaccurate, if they are doing suppressive fire
Allow scientist to shoot briefly even after they lose LoS
Fix being able to see scientist feet through the oilrig floor
Fix missing collision on oilrig
Fix scientist hearing working counter-intuitively when being sniped
Fix headshot damage multiplier not working on new scientists
- When a scientist is hit, it'll warn unaware allies
- Replace sightRangeMultiplier with IsInCombat check
Potential fix for scientists not reacting well to being sniped
Potential fix for scientists not opening doors sometimes
Fix scientists shooting super fast
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target)
- Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
Force crouching on flanks (again, felt better actually)
- Tweak surprise condition
- Improve surprise vis logging
- Fix scientists not reacting to sounds when idle
- New reaction time implementation with voice-lines and surprised animation when seen from peripheral range or very far
Revert reaction time stuff, too complex to debug and not that intuitive as a player, will try other idea to achieve same result
Re-add sneaking when reaching the end of flank, and fix VDDraw trying to log despite not recording
Fix scientist turning to face target before fully noticing it
- Move reaction time logic to sense component instead of shooting component
- Make scientist reaction time longer in peripheral vision, or from very far away (fastest reac time 0.25s, longest 2s)
Only increase frontal vision range when in combat, not peripheral vision range (we don't want to discourage players flanking)
Increase time between noticing the player and shooting them when they are far away
Fix camping and surprise being triggered incorrectly sometimes on first sighting
- Reduce grenade overshoot as it was overshooting the oilrig crane
- Increase grenade damage
- Better debug visualizations for camping
- Prevent scientist from throwing grenades when they suspect camping but didn't confirm it
Makes the scientist's f1 grenade weaker than the normal f1: longer time before detonation to allow players to react, and lower damage to avoid one-shot even if they don't spot it
- Prevent scientists in same area from throwing multiple grenades in quick succession
- Better player camping detection
- Have scientists throw grenades on players camping a single spot for a long time (first pass)
- Don't sprint when flanking, we need to keep looking in the target direction not just ahead
Fix grenade explosions not being heard by scientists
Prevent potential bug if scientist reaction time is ever set to 0
- Makes cientists rush players instead of staying passive after they land a few good shots
- Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed)
- Increases flank speed and probability
- Adds profiling annotations to scientist fsm transitions
- Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger)
- Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach
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