{"payload":{"feedbackUrl":"https://github.com/orgs/community/discussions/53140","repo":{"id":398569803,"defaultBranch":"main","name":"Smart-Marines","ownerLogin":"inkoalawetrust","currentUserCanPush":false,"isFork":false,"isEmpty":false,"createdAt":"2021-08-21T13:50:38.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/56005600?v=4","public":true,"private":false,"isOrgOwned":false},"refInfo":{"name":"","listCacheKey":"v0:1693754768.0","currentOid":""},"activityList":{"items":[{"before":"6e7adfd6d5079195debe78ae040bfb6888b1d2f5","after":"451ed5784e4047ceb511ef6133561a643ba828f1","ref":"refs/heads/main","pushedAt":"2024-09-26T21:37:48.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"More major turret updates.\n\n- Added the fallback morph for generic KAI humanoids trying to use the turret.\n- Begun writing the code for marines to be able to decide to use the machine gun or any other KAI emplacement.\n- Replaced the turret user variables with custom arguments, since there's nothing in the emplacement that can even trigger a special anyway.\n- Made the code for instantly taking an operator upon spawning also work with players.\n- Added back rotations of the turret firing unmanned, made by Craneo.\n- Slightly optimized the rifle scanlines when the rifle is zoomed in.\n- Somewhat fixed the glow psprite on the machine gun weapon visibly cutting off.","shortMessageHtmlLink":"More major turret updates."}},{"before":"0bc669cef5eca465cb27cf00f6b57a14822fb266","after":"6e7adfd6d5079195debe78ae040bfb6888b1d2f5","ref":"refs/heads/main","pushedAt":"2024-09-25T01:11:03.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added the machine gun turret back in.\n\n- Added the machine gun turret, currently the player support is more or less finished, including the ability for the turret to zoom in for more accuracy at the expense of turning speed, and also an optional ammo mode that limits how many rounds the turret can fire before running out (Player only). The morph for marines themselves is also about half done, including supporting the zoom in feature on its' own, by the marine checking how well they can hit each target they find to determine if they should zoom in to hit it. Also, both players and NPCs on turrets get a 20% damage reduction from any damage that hits the turret itself (The approximate front of the morph). Alongside with different impact effects and sounds for it.\n- Made the marines' rifle firing sound propagate further.\n- Fixed VM abort in the marines' bullets when they hit a bleeding actor.","shortMessageHtmlLink":"Added the machine gun turret back in."}},{"before":"cc5911b0cfcf6c59ab7d1fb317777b252b388480","after":"0bc669cef5eca465cb27cf00f6b57a14822fb266","ref":"refs/heads/main","pushedAt":"2024-09-22T20:20:24.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Begun reimplementing the machine gun turret.\n\n- Begun re-adding the old player machine gun weapon that the player used when manning the turret in the original marine resource. But with major improvements even so far.\n- Added an alt fire zoom feature to the MG weapon, that also improves your aim, at the expense of turning speed.\n- Re-added the turret sprites, alongside some renaming.\n- Renamed GLDEFS and DECALDEF entries, added a new sound for the turret zoom feature, changed the way the first person muzzle flash and glows look, etc.\n- Added ejecting casings when the turret weapon fires. Casings now also take the velocity of the player when ejected, as they physically should. This also goes for the marine rifle casings.","shortMessageHtmlLink":"Begun reimplementing the machine gun turret."}},{"before":"5f9fa2e0ab8701e47cd5ba53ce1da4556585e1c6","after":"cc5911b0cfcf6c59ab7d1fb317777b252b388480","ref":"refs/heads/main","pushedAt":"2024-09-10T13:40:01.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Major dodging improvements, new user variable, etc\n\n- Reimplemented the ability for marines to be able to shoot while they're mid air from dodging a projectile, choosing to either fire at their current target (If any), or whoever shot the projectile their dodging (If any, and if they're actually hostile).\n- Marines can now try to dodge homing projectiles by trying to run away from them if they're dangerous enough. And will also duck if the projectile they're currently running from gets within melee range, to try and throw it off.\n- Added a User_GrenadeChance variable for controlling how often marines throw grenades.\n- Made SMC_IGNOREHAZARDS actually do something, apparently I defined the flag and forgot to actually make it do something for who even knows how many months now.\n- Fixed potential oversight where marines always retreated at 85% their normal speed, pretty sure I had meant to do that only if they were crouching while running away.\n- Hopefully fixed the following logic, now marines that are following the player without having been ordered by them at all (Like a marine that spawns, attacks something, then begins following) will now avoid crowding around the player like they should, without needing to be explicitly ordered to follow you first.","shortMessageHtmlLink":"Major dodging improvements, new user variable, etc"}},{"before":"1486928f46b5f0d63c517bc4f4884b9ea72c1f49","after":"5f9fa2e0ab8701e47cd5ba53ce1da4556585e1c6","ref":"refs/heads/main","pushedAt":"2024-09-04T14:25:27.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"New marine group leader and area alert code.\n\n- Added the ability for marines to alert all allied KAI NPCs in a set range of what their new target is. Also alerts the members of every group the marine is in.\n- Added the ability for marines leading an NPC group, to pass their current order (When it is changed) to all the other group members.","shortMessageHtmlLink":"New marine group leader and area alert code."}},{"before":"a17092c90e588a0f134511933afbe1543f017e72","after":"1486928f46b5f0d63c517bc4f4884b9ea72c1f49","ref":"refs/heads/main","pushedAt":"2024-08-11T18:03:35.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Updated the ally healing system.\n\n- Replaced the User_NoHealing variable marines had with a more configurable User_HealCooldown that allows to control how long it takes for a marine to be able to heal an ally again, in turn, the delay is now a flat 40 seconds by default instead of varying between 20 and 60 seconds.\n- Marines are also generally about 2.5x more likely to look for and heal nearby allies.\n- Fixed SM_Bullet trails from a regression caused by updating the KAI's projectile trail code.\n- Hopefully made the marines' Tick() a little faster.","shortMessageHtmlLink":"Updated the ally healing system."}},{"before":"4a2ad447a559ef664a5052c0337c316f4da69c3b","after":"a17092c90e588a0f134511933afbe1543f017e72","ref":"refs/heads/main","pushedAt":"2024-07-04T13:52:24.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Rewrote order system now that it's a KAI feature.\n\n- Rewrite the order code on the marines, now that the order system is just part of the KAI library instead of being hackily independently implemented on the marines and vehicles, while also still vestigially being part of the library due to the library being made out of the MVP code.","shortMessageHtmlLink":"Rewrote order system now that it's a KAI feature."}},{"before":"6711f67f32b64b18d0853cd73db9ec5651b74185","after":"4a2ad447a559ef664a5052c0337c316f4da69c3b","ref":"refs/heads/main","pushedAt":"2024-06-24T13:56:33.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Fixed and improved NPC group support.\n\n- Fixed problems with the player pressing use on a marine to order them not forming a group they become a part of, with the player as the leader, also fixed problems where the groups' size couldn't increase (Couldn't add more members).\n- The name of groups formed by players ordering marines and other KAI NPCs now updates to match the group size. For example ~4 members is a fireteam, up to 300 members forming a batallion.\n- Forgot to add this in the previous commit, but the last one also added a PitchBounds parameter to SM_LocateNearbyCover(). Which can prevent marines from firing the dozens of additional side cover traces if Other is over the specified pitch limits.","shortMessageHtmlLink":"Fixed and improved NPC group support."}},{"before":"7483c0f092fb3ba3a775a1f29ba155b24e603d7d","after":"6711f67f32b64b18d0853cd73db9ec5651b74185","ref":"refs/heads/main","pushedAt":"2024-06-20T10:10:50.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"KAI_DebugPrintMessages for all console messages.\n\n- Added KAI_DebugPrintMessages checks to all console messages, so marines no longer spam messages unless that CVAR is on.","shortMessageHtmlLink":"KAI_DebugPrintMessages for all console messages."}},{"before":"05b01b0b019d373c04dce92669313eed906a8847","after":"7483c0f092fb3ba3a775a1f29ba155b24e603d7d","ref":"refs/heads/main","pushedAt":"2024-06-20T08:23:34.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added basic NPC group support.\n\n- Brought myself back from the dead.\n- Added basic support for KAI NPC groups to the marines. Instead of friendly marines just setting the player that orders them (By pressing use on them, the MVP radio, or obscure API methods like ACS_SetMarineOrder()) as their friendplayer and following said friendplayer. SetMarineOrder() now creates an NPC group with the player as leader, that marines follow. Marines now also follow the leader of whichever group is the first in their Groups[] array, but groups led by players take precedence for friendly marines.\n- Removed +NoBlockmap from SM_SmokeGrenade.","shortMessageHtmlLink":"Added basic NPC group support."}},{"before":"41118d42f13293c9b7f47dd1d59d591f8c963f83","after":"05b01b0b019d373c04dce92669313eed906a8847","ref":"refs/heads/main","pushedAt":"2024-03-24T06:57:58.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added new reload sprites and kneel reloading.\n\n- Added crouch reloading sprites by TG5. Used when marines reload while behind cover, or if they were kneeling down while firing when they reload.\n- Added new standing reload sprites made by TG5.","shortMessageHtmlLink":"Added new reload sprites and kneel reloading."}},{"before":"6ecfa287d27dff03da0bdce5bdc26acb2f6bee03","after":"41118d42f13293c9b7f47dd1d59d591f8c963f83","ref":"refs/heads/main","pushedAt":"2024-03-16T05:47:45.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Very minor change, added way better bullet tracers","shortMessageHtmlLink":"Very minor change, added way better bullet tracers"}},{"before":"ae71147158abfcd04564b338f329b7ee5878157f","after":"6ecfa287d27dff03da0bdce5bdc26acb2f6bee03","ref":"refs/heads/main","pushedAt":"2024-03-13T23:37:34.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Marines move to last seen location, climbing down, and new user variables.\n\n- When the target is out of sight, marines will first move to the position they had last spotted said target, before beginning to move towards the targets' current position. This also means that they can kinda pathfind even without GZDoom's new built-in pathfinding.\n- Marines are now able to jump down from the same ledges they can climb, no more climbing up a crate they can't get down from.\n- Added User_NoCover, User_NoHealing, and User_NoParkour variables for marines.\n- Added CanBeTargeted() check in the marines' ShouldAttack(), which should prevents bugs like marines being able to beat up enemies with NEVERTARGET.\n- Made marines climb to the actual ClimbPos that KAI_HandleClimbing() checks, instead of being offset forward. This should fix marines climbing up an obstacle with little space behind it and proceeding to get stuck on it (e.g a window frame).\n- Fixed a bug in the KAI library where KAI_JumpTo() would return inverted pitches when a marine tries jumping straight up to climb a ledge in low gravity.","shortMessageHtmlLink":"Marines move to last seen location, climbing down, and new user varia…"}},{"before":"cf6601777f97b0993748bcb64759ed8f43cd567a","after":"ae71147158abfcd04564b338f329b7ee5878157f","ref":"refs/heads/main","pushedAt":"2024-01-23T19:51:12.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added a zone actor for restricting marine actions.\n\n- Added a action restriction zone that allows mappers to make marines not perform certain actions in specific areas. e.g to not climb or jump in interior to avoid getting stuck.\n- Reimplemented the ability for marines to sometimes drop their rifle when killed, and added User_NoWeaponDrop. Marines now also drop the rifle when gibbed, not just when killed normally.\n- Renamed the marines' rifle, and made it not zoom if the player is in the built in 3rd person chasecam. It also spawns a spent magazine with every reload, like the marines do when reloading.\n- Stopped marines from firing while lying down when behind cover.\n- Made the damage and accuracy of the marines' rifle less anemic and useless.\n- Hopefully fixed or reduced the chance of marines falsely getting out of cover because they think it no longer covers the bottom half of their hitbox.\n- Marines now fire more frequently when behind cover, to avoid long stretches of them doing sweet FA.\n- Wrote a new README for the marines.","shortMessageHtmlLink":"Added a zone actor for restricting marine actions."}},{"before":"5df7ccdeb019c1b032a572a29a0094d94ed07293","after":"cf6601777f97b0993748bcb64759ed8f43cd567a","ref":"refs/heads/main","pushedAt":"2024-01-06T07:14:42.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Melee overhaul, remade order system and more.\n\n- Reimplemented the marines' original order system. Besides being a bit cleaner and better written now. It also allows hostile marines to follow orders, so if an enemy marines' order is set to ORDER_STAY, they too will stand in place when idle instead of wandering. Another big feature is that hostile marines can now ORDER_FOLLOW other actors too, but they will only follow their Master pointer. Friendly marines can also follow their Master, but only if bDontFollowPLayers is on, otherwise they follow their friendplayer, which is stock ZDoom behavior. Also, marines now stop following so closely when too close to their followee, like vehicles too.\n- Overhauled how marine melee attacks are done. Now even berserkless marines are a bit more likely to melee. And marines in general will not try to either quick melee and run away or just retreat, if they are firing and an enemy gets too close, based on if they have berserk, the enemy is resilient to melee etc. In addition, the RunFromMelee state now adds additional RetreatLoops if the marine is low on health.\n- Added User_IgnoreOrders, which makes the marine ignore any orders given to it by the player. But will still accept orders from other sources like ACS scripts or being ordered to follow an MVP vehicle that dropped them.\n- Made marines go back to their Idle: state instead of See: if their MarineState has MARINE_IDLING, when they finish their Climb: state sequence, so they no longer go back to their slower chase sequence after climbing over an obstacle. This was an oversight, since the Jump state can go back to the right state as intended.\n- Added missing AttackStates entry from the base \"Melee\" state.\n- Marines no longer consider players in god or buddha mode as more dangerous.\n- Hopefully fixed marines climbing over their cover after running at it.\n- Marines no longer try to crouch (To move, e.g to walk in a vent) if MARINE_INCOVER.","shortMessageHtmlLink":"Melee overhaul, remade order system and more."}},{"before":"8267cad4c4306f03c18902e31363c89898982309","after":"5df7ccdeb019c1b032a572a29a0094d94ed07293","ref":"refs/heads/main","pushedAt":"2023-12-08T23:17:17.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Marines can now actively search for cover.\n\nGave the marines the ability to actively search for cover from their target in a 256 map unit radius around the marine.","shortMessageHtmlLink":"Marines can now actively search for cover."}},{"before":"9abd68267cbb73aa9e63d021578485d8b7671ed1","after":"8267cad4c4306f03c18902e31363c89898982309","ref":"refs/heads/main","pushedAt":"2023-12-06T00:05:43.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Readded and improved the ability to take cover.\n\n- Reimplemented the ability of marines to take cover behind level geometry and actors. It has also been improved by vertically aiming the hip and eye traces at the actor the marine is taking cover from. Allowing them to do actions like take cover on top of rooftops to shoot down at enemies, or to NOT take cover behind say, the bottom of a stairwell, if the target is at the top of the stairwell and (Probably) has a clear line of fire to the marine. TL;DR taking cover is now also back and is improved.\n- Marines now dodge when behind cover by ducking down.\n- Added an exception bitmask for SM_SetMarineState() when clearing everything with the RemoveAll parameter.","shortMessageHtmlLink":"Readded and improved the ability to take cover."}},{"before":"2dce51bea6216102ef13a89bc20d1b0984395c43","after":"9abd68267cbb73aa9e63d021578485d8b7671ed1","ref":"refs/heads/main","pushedAt":"2023-11-30T22:22:30.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Reimplemented running away from hazards & dodging.\n\n- Gave marines the ability to run away from their own grenades again. I'll all the MVP vehicles are also updated to use the now proper generic hazard system. So they can also run from vehicle attacks and any other major hazards from any other KAI-based mod (HAZARD_MEDIUM and above).\n- Marines now also walk away from minor hazards (HAZARD_MEDIUM and below) when idle.\n- Reimplemented and improved the ability of marines to dodge projectiles, they now check every tick for incoming projectiles, and also jump away from the direction the projectile is moving at instead of facing it. They will also generally jump away from the direction relative to the marine that the projectile is heading towards. TL;DR dodging is back and better than ever before\n- Added two new tokens that can be conditionally given from the MVP if the marines are loaded, to make marines perform actions upon spawning like running and jumping away.\n- Marines no longer heal allies when crouched.\n- Fixed and updated the marines' obituaries.\n- Fixed a regression where the marines needed the MVP to run.","shortMessageHtmlLink":"Reimplemented running away from hazards & dodging."}},{"before":"660a571ba8092db537c6d0241e8088f280c4eac6","after":"2dce51bea6216102ef13a89bc20d1b0984395c43","ref":"refs/heads/main","pushedAt":"2023-11-16T03:25:01.000Z","pushType":"force_push","commitsCount":0,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Marine ally healing, parkour update, and more.\n\n- Gave marines the ability to heal allies when idling, with a 20-60 second cooldown. They will prioritize players.\n- Genericized and moved the advanced movement functions (Climbing, Jumping, Crouching) to the KAI library as part of KAI_Humanoid.\n- Made the marines cancel running jumps if something got in the way while they were running.\n- Begun using a custom wrapper for IsPosReachable() that accounts for the marines' ability to climb.\n- Fixed a bug that made the marine climb over all blocking lines, I need to expose P_GetMidTexturePosition() to ZScript to allow marines to actually scale 3D middle textures like fences in the future too.\n- Fixed the marines' crouch sprites not updating properly.\n- What da dog doin.","shortMessageHtmlLink":"Marine ally healing, parkour update, and more."}},{"before":"df9700dc791ba29445b71d92e4d2849b34d01b75","after":"660a571ba8092db537c6d0241e8088f280c4eac6","ref":"refs/heads/main","pushedAt":"2023-11-16T03:24:24.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Marine ally healing, parkour update, and more.\n\n- Gave marines the ability to heal allies when idling, with a 20-60 second cooldown. They will prioritize players.\n- Genericized and moved the advanced movement functions (Climbing, Jumping, Crouching) to the KAI library as part of KAI_Humanoid.\n- Made the marines cancel running jumps if something got in the way while they were running.\n- Begun using a custom wrapper for IsPosReachable() that accounts for the marines' ability to climb.\n- Fixed a bug that made the marine climb over all blocking lines, I need to expose P_GetMidTexturePosition() to ZScript to allow marines to actually scale 3D middle textures like fences in the future too.\n- Fixed the marines' crouch sprites not updating properly.\n- What da dog doin.","shortMessageHtmlLink":"Marine ally healing, parkour update, and more."}},{"before":"43441f18bc424265f69606d650caebfafda340c6","after":"df9700dc791ba29445b71d92e4d2849b34d01b75","ref":"refs/heads/main","pushedAt":"2023-10-14T18:49:50.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Fixed jumping and parkour, added crouching & more.\n\n- Added the ability for marines to crouch under sectors or blocking actors that are too close to the ground for them to walk across by standing up. This was a feature I wanted to give the marines since first writing them in 2021. Also readded the crouch deaths.\n- Added the option for SM_JumpTo() to scale down the jump velocity to only just be enough to reach the jump destination, meaning the marine no longer overshoots jumps. This was an absolute fucking nightmare to do and neither Lewisk3 (Who literally wrote the reused grenade code) nor RaveYard could even figure out a solution.\n- Gave the marine the ability to parkour (Except for long jumps) when running away.\n- Rewrote SM_GetJumpPosition() to use raycasts, now it can account for actors as well, so marines can for example jump across a raised floor sector to a 3D floor, and then to a bridge thing.\n- Marines can now only jump over gaps larger than 192 map units by doing a running jump, which they can only do if the path right behind them is clear.\n- Fixed the handling of the marines' climbing on 3D floors.\n- Fixed marines sometimes getting stuck after climbing up level geometry.\n- Fixed how the marine handles climbing over blocking actors, now they can account for actors floating in the air.\n- Fixed the marine staying frictionless when he dies mid-jump.","shortMessageHtmlLink":"Fixed jumping and parkour, added crouching & more."}},{"before":"996ee462a23d3954aac6662b98c687f5be41b4af","after":"43441f18bc424265f69606d650caebfafda340c6","ref":"refs/heads/main","pushedAt":"2023-10-06T03:07:29.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Smoke grenades, climbing + jumping obstacles, and aiming up and down.\n\n- Added the ability for marines to climb and jump over obstacles. They can both separately climb or jump, or mix both of them to climb up particularly high walls, or make really long jumps.\n- Added smoke grenades for the marines, that they can throw when retreating or sometimes at crowds, to cause them to infight. Also at very slow enemies.\n- Marines now visually aim and fire up and down based on their pitch, sprites made by TG5.\n- Decreased the likelihood of the marine firing in full auto a bit.\n- Readded the sprites of the marine jumping/falling, except for the shooting ones.\n- Fixed the rifles case spawning to account for the player crouching.\n- Fixed the splash damage immunity check in the DecideGrenateType().","shortMessageHtmlLink":"Smoke grenades, climbing + jumping obstacles, and aiming up and down."}},{"before":"80c5162de9a868f7c653665c6c2819a1404086e5","after":"996ee462a23d3954aac6662b98c687f5be41b4af","ref":"refs/heads/main","pushedAt":"2023-09-20T10:44:59.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added grenades and fixed patrolling.\n\n- Marines can now throw grenades again. Instead of only one grenade type, they can pick between throwing two different grenade types. I'll be adding flashbang and smoke grenades in the future.\n- Replaced my shitty original drawn sprites with some better grenade sprites.\n- Marines now properly patrol. And when they reach a delayed patrol point pick one of their idle stand states randomly.\n- Ported DetermineHitChance() to the KAI library. So other KAI_Humanoid and KAI_BaseVehicle actors can use it too.\n- Fixed a problem with the marine color code.\n- Fixed the marines' dropkick decision code not taking into account flying NPCs.","shortMessageHtmlLink":"Added grenades and fixed patrolling."}},{"before":"5ba32edc217e17945f297e898437b0696d29cfd5","after":"80c5162de9a868f7c653665c6c2819a1404086e5","ref":"refs/heads/main","pushedAt":"2023-09-15T22:53:15.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"New marine idle and retreat code, and User_Color.\n\n- Added the ability for marines to wander around idle and stay still and look around.\n- Marines now begin casually wandering and occasionally stopping to look around after 30 seconds or less of their target being dead or out of sight. I'll probably expose this to a user variable in the future again.\n- Reimplemented the User_Color variable.\n- Retreating marines will now run behind corners.","shortMessageHtmlLink":"New marine idle and retreat code, and User_Color."}},{"before":"179635ead8773138cf53c1c4c2e18c5fa00e2d40","after":"5ba32edc217e17945f297e898437b0696d29cfd5","ref":"refs/heads/main","pushedAt":"2023-09-15T03:54:54.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Reloading and retreating, and WIP line use code.\n\n- Marines can now retreat and reload their guns, including dropping spent magazines.\n- Added the foundation for making the marines able to stop when they use doors and lifts, to wait for them to open. And maybe have an interaction animation in the future too.\n- Marines now push enemies away twice as hard when dropkicking them, if they have a berserk pack. Also it along with the kick attack no also give the victim +BLASTED when they kick them, causing them to take additional damage on impact.\n- Fixed the ledge height check for the marines' dropkick attack.\n- Fixed the marines' editor sprite.","shortMessageHtmlLink":"Reloading and retreating, and WIP line use code."}},{"before":"f99081423b01244df7085de404c81ac0266585d2","after":"179635ead8773138cf53c1c4c2e18c5fa00e2d40","ref":"refs/heads/main","pushedAt":"2023-09-10T03:52:00.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Added marine melee attacks.\n\n- Implemented most of the marines' melee attacks and their obituaries, however the flying kick attack is currently only half finished.\n- Added kicking melee sprites for the marines.\n- Pre-emptively added the marines' crouching buff.","shortMessageHtmlLink":"Added marine melee attacks."}},{"before":"a4605756522aa258ea6c9cb04de3c348077ed880","after":"f99081423b01244df7085de404c81ac0266585d2","ref":"refs/heads/main","pushedAt":"2023-09-09T13:55:56.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Mostly finished the shooting decision code + rifle updates.\n\n- Wrote the marines' fire mode selection code.\n- Made the assault rifle more accurate when wielded by both players and marines.\n- Added the crouching buff the marines will also get to the rifle weapon. Now its' accuracy doubles if fired while crouched.\n- Fixed DetermineHitChance(). Also added an SM_DumbHitCheck CVAR, that can be turned on to use a pure math check instead of tracers.\n- Fixed a bug with the model tracer the marines' bullets use. Also made it and the bullet a bit large.","shortMessageHtmlLink":"Mostly finished the shooting decision code + rifle updates."}},{"before":"59d73f344ac1dbcfc403e6b9ab6a42fe59718c3a","after":"a4605756522aa258ea6c9cb04de3c348077ed880","ref":"refs/heads/main","pushedAt":"2023-09-08T11:10:40.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"More attack progress.\n\n- Wrote the basic code for the marines' firing. DetermineHitChance() is currently broken.\n- Increased the rifle weapons magazine size to match the marines' magazine size. Which in turn is based on the M4 Carbine.\n- Added more effects to SM_Bullet.","shortMessageHtmlLink":"More attack progress."}},{"before":"7737581a88f49fad6a5a507d1a4a06b2ac2d5fd5","after":"59d73f344ac1dbcfc403e6b9ab6a42fe59718c3a","ref":"refs/heads/main","pushedAt":"2023-09-05T17:50:14.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Projectile and attack changes.\n\n- Added the marines' bullet projectile, complete with its' own model tracer, as opposed to tracers made of multiple actors, for optimization.\n- Added more basic marine code.\n- Changed the rifle weapon to fire projectiles now, and also increased its' accuracy when zoomed in.\n- Changed the sprites used by the marines' when chasing to not always aim down.","shortMessageHtmlLink":"Projectile and attack changes."}},{"before":"2374092bffa2b0e80ed80d287ae270f7e663eae3","after":"7737581a88f49fad6a5a507d1a4a06b2ac2d5fd5","ref":"refs/heads/main","pushedAt":"2023-09-04T14:46:16.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"inkoalawetrust","name":null,"path":"/inkoalawetrust","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/56005600?s=80&v=4"},"commit":{"message":"Begun writing marine targeting and chasing code.\n\n- Made a basic version of the marines' chase function.\n- Gave the marines their armor back, now handled by a User_Armor variable, that falls back to the vanilla green armor if nothing is specified, but can give them any kind of armor available in the game.\n- Marines now actually look around in their spawn state, it's not just a visual effect on the sprite.\n- Added alternate hip aiming sprites from Brutal Doom, to use for the see state, so marines only aim down when firing.\n- Gave the marines a threat level.\n- Increased how long the marine looks over each shoulder in the Spawn idle state.","shortMessageHtmlLink":"Begun writing marine targeting and chasing code."}}],"hasNextPage":true,"hasPreviousPage":false,"activityType":"all","actor":null,"timePeriod":"all","sort":"DESC","perPage":30,"startCursor":"Y3Vyc29yOnYyOpK7MjAyNC0wOS0yNlQyMTozNzo0OC4wMDAwMDBazwAAAATB-1-R","endCursor":"Y3Vyc29yOnYyOpK7MjAyMy0wOS0wNFQxNDo0NjoxNi4wMDAwMDBazwAAAAN5BFUA"}},"title":"Activity · inkoalawetrust/Smart-Marines"}