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17 Commits over 0 Days - ∞cph!

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