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Features #85

Merged
merged 6 commits into from
Nov 16, 2024
Merged

Features #85

merged 6 commits into from
Nov 16, 2024

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Vaaankas
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🆑 vanx

  • add: You can now look far (Space key by default).
  • tweak: Improved lying down.
  • tweak: Mobs will now move less spontaneously.

vanx and others added 6 commits November 16, 2024 15:43
Signed-off-by: vanx <discord@vanxxxx>
# Description
"Walking by default" is now implemented as a client-side toggle in the
settings. Also, fixed walking alerts being shitcode and not displaying
the correct walking/running state.

One issue still persists: if you press the "toggle walk" button while
typing in the chat, it still resets the walking state to default. I
don't know what causes it, probably the input field leaking button-up
input events instead of marking them as handled.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332

</p>
</details>

# Changelog
:cl:
- add: You can now choose whether you want to walk or run by default in
the settings.

---------

Signed-off-by: Mnemotechnican <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

(cherry picked from commit c49ce7871fe7bda0f45c9e28b80e4d46390ef8ed)
Signed-off-by: vanx <discord@vanxxxx>
Signed-off-by: vanx <discord@vanxxxx>
# Description

This fixes prediction issues, both where pressing the Lay down key
causes all entities on your screen to glitch and lay down, as well as
the bug where upon receiving ANY movement input, a player would be
visually changed on their screen to be laying down.

# Changelog

:cl:
- fix: Fixed issues with the LayingDownSystem. Laying down no longer
causes all entities on your screen to lay down at once. Using any
movement input no longer causes the character to appear to the player as
to be laying down.

(cherry picked from commit 0aa49c14917355fecdd44cfc65d85c1f334e2d7e)
Signed-off-by: vanx <discord@vanxxxx>
# Description

This PR un-hardcodes the JukeSystem timer, such that individual NPC HTN
Blackboards can directly state how often, and how far they wish to juke.
The effect of this is that NPCs are no longer completely impossible to
hit with left-clicks in melee combat, while also allowing for more
"Elite" enemies that juke more aggressively and more often to be
created.

Additionally, by introducing an exit condition based on this new "Juke
Cooldown", I have made the Juke Operator run a metric shitload of
expensive calculations 5000 times less often.

<details><summary><h1>Media</h1></summary>
<p>

Melee enemy with the new default juke settings, 0.5 second juke
duration, with 5 second juke Cooldown. The reagent slime will attempt to
close to melee with its enemy, but will now only attempt to evade melee
attacks once per 5 seconds. They will otherwise attempt to stay within
melee range.

https://github.com/user-attachments/assets/653e2064-e404-4be6-a958-da43096de502

</p>
</details>

# Changelog

:cl:
- tweak: JukeOperator now allows for JukeDuration and JukeCooldown
arguments. JukeCooldown is a new feature where enemies must wait an
amount of time in seconds equal to the JukeCooldown, before they are
allowed to attempt to dodge a melee attack.
- tweak: By default, NPCs will only attempt to dodge attacks once every
5 seconds.
- fix: JukeOperator now performs extremely expensive math 5000 times
less often. EXIT CONDITIONS PEOPLE!

(cherry picked from commit 104ee3eca531e2e3604d6f3dcbd9a826dd8dcbfa)
@Vaaankas Vaaankas merged commit 9e683cf into master Nov 16, 2024
6 of 10 checks passed
@Vaaankas Vaaankas deleted the bugfix branch November 16, 2024 13:39
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3 participants