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17 Commits over 0 Days - ∞cph!

19 Days Ago
Merge from main
19 Days Ago
Fix client compile error
19 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
20 Days Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
20 Days Ago
Fix some cases where scientists were still seeing you too easily through smoke
20 Days Ago
Fix naval scientist flashlight/lasersight not working
20 Days Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
20 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
21 Days Ago
Only use the fallback if the sample radius was large
21 Days Ago
Remove unecessary trace in SamplePosition fallback
21 Days Ago
Fix compile error
21 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
21 Days Ago
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
21 Days Ago
Potential fix for "Standing on desks on ghostships tricks the AI"
21 Days Ago
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
21 Days Ago
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
21 Days Ago
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night