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1,593 Commits over 608 Days - 0.11cph!

Yesterday
Budget the main thread part of navmesh building
Yesterday
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
Yesterday
Fix incorrect cleanup on load fail
Yesterday
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
Yesterday
Fix tilesLoaded never being incremented, causing loading to fail
Yesterday
Fix crash
Yesterday
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
3 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
3 Days Ago
Prepare work on moving navmesh
3 Days Ago
Update rust native lib for all platforms to contains the new recast code
3 Days Ago
Merge from main
4 Days Ago
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)
4 Days Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
4 Days Ago
Potential fix for red card room scientist turning invisible
4 Days Ago
Potential fix for scientists weapon leak
5 Days Ago
Fix animals and naval scientists only fleeing or being passive
5 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
5 Days Ago
Fix animals running in circles
5 Days Ago
Fix compile errors from merge
6 Days Ago
Merge from main
6 Days Ago
Fix scientist weapons floating at world origin on server
6 Days Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
8 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
9 Days Ago
Fix naval scientist laser sight not being on during the day
9 Days Ago
Fix FSMTransitionBase.get_Senses NRE
9 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
9 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
10 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
11 Days Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
11 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%).
13 Days Ago
Fix "navmesh ready" log spam
13 Days Ago
Merge from naval_cleanup_scientist_fixes
16 Days Ago
Merge from main
16 Days Ago
Fix client compile error
16 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
17 Days Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
17 Days Ago
Fix some cases where scientists were still seeing you too easily through smoke
17 Days Ago
Fix naval scientist flashlight/lasersight not working
17 Days Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
17 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
18 Days Ago
Manually merge recast logic with new code
18 Days Ago
Update rust native dll
18 Days Ago
Fix bad merge
18 Days Ago
Only use the fallback if the sample radius was large
18 Days Ago
Remove unecessary trace in SamplePosition fallback
18 Days Ago
Fix compile error
18 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
18 Days Ago
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
18 Days Ago
Potential fix for "Standing on desks on ghostships tricks the AI"
18 Days Ago
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"