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1,582 Commits over 608 Days - 0.11cph!

Today
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
Today
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
Today
Potential fix for red card room scientist turning invisible
Today
Potential fix for scientists weapon leak
Yesterday
Fix animals and naval scientists only fleeing or being passive
Yesterday
Fix path not logging to vddraw, fix animals always fleeing
Yesterday
Fix animals running in circles
Yesterday
Fix compile errors from merge
3 Days Ago
Merge from main
3 Days Ago
Fix scientist weapons floating at world origin on server
3 Days Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
5 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
6 Days Ago
Fix naval scientist laser sight not being on during the day
6 Days Ago
Fix FSMTransitionBase.get_Senses NRE
6 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
6 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
7 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
8 Days Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
8 Days Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
10 Days Ago
Fix "navmesh ready" log spam
10 Days Ago
Merge from naval_cleanup_scientist_fixes
13 Days Ago
Merge from main
13 Days Ago
Fix client compile error
13 Days Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
13 Days Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
13 Days Ago
Fix some cases where scientists were still seeing you too easily through smoke
14 Days Ago
Fix naval scientist flashlight/lasersight not working
14 Days Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
14 Days Ago
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
14 Days Ago
Manually merge recast logic with new code
15 Days Ago
Update rust native dll
15 Days Ago
Fix bad merge
15 Days Ago
Only use the fallback if the sample radius was large
15 Days Ago
Remove unecessary trace in SamplePosition fallback
15 Days Ago
Fix compile error
15 Days Ago
Only call smoke detection code if the target is in the view cone to save on perf, allow seeing through smoke if the target is within touch distance
15 Days Ago
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
15 Days Ago
Potential fix for "Standing on desks on ghostships tricks the AI"
15 Days Ago
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
15 Days Ago
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
15 Days Ago
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night
15 Days Ago
Merge from main
16 Days Ago
Remove leftover AI debug stuff from craggy
16 Days Ago
Merge from naval_update, give scientists real entity weapons instead of lightweight fake weapons
16 Days Ago
Merge from main
16 Days Ago
Fix compile error in BoatBuildingStation when build option is set to NONE
16 Days Ago
Fix compile error on client
16 Days Ago
Merge from give_scientists_real_weapon_entities
16 Days Ago
Clean up suppressive fire flow, early out earlier if irrelevant to not waste time calculating accuracy, and never calculate accuracy if we are doing suppressive fire
16 Days Ago
Delete component used for lightweight non-entity weapons + codegen