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branchrust_reboot/main/naval_updatecancel

112 Commits over 153 Days - 0.03cph!

2 Months Ago
Merge from main
2 Months Ago
Fix compile error in BoatBuildingStation when build option is set to NONE
2 Months Ago
Fix compile error on client
2 Months Ago
Merge from give_scientists_real_weapon_entities
2 Months Ago
Merge from add_printorkilloffnavscientists_command
2 Months Ago
Merge from fix_scientists_cant_enter_oilrig_rooms
2 Months Ago
Merge from fix_scientists_not_wounding
2 Months Ago
Merge from fix_scientist_cant_see_player_despite_touching
2 Months Ago
Merge from fix_ai_play_anim_nre
3 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
3 Months Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
3 Months Ago
Another attempt at fixing npcs going through tropical ruins doors
3 Months Ago
Fix some traces not being added in the correct category of the npc visual debugger
3 Months Ago
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
3 Months Ago
Skip food detection on scientists
3 Months Ago
Improve scientists undergeared player evaluation
3 Months Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
3 Months Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
3 Months Ago
Merge from main
3 Months Ago
Fix client compile error
3 Months Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
3 Months Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
3 Months Ago
Hide scientists healthbar
3 Months Ago
Merge from fix_npc_flanking
3 Months Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
3 Months Ago
S2P islands for ai zones
3 Months Ago
Setup AI sleeping on islands, not working, still figuring out why
3 Months Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
3 Months Ago
Fix new scientists not playing static sound effect on death
3 Months Ago
Fix new Scientist using wrong headshots sounds
3 Months Ago
Prevent another "Look rotation viewing vector is zero" error
3 Months Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
3 Months Ago
Add more navmesh blocking volumes to oilrigs
3 Months Ago
Fix scientists dying spontaneously when patrolling
3 Months Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
3 Months Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
3 Months Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
3 Months Ago
Add hack to not check if underwater if parented to a ghostship
3 Months Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
3 Months Ago
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
3 Months Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
3 Months Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
3 Months Ago
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
3 Months Ago
Fix potential "Look rotation viewing vector is zero" error
3 Months Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
3 Months Ago
Try setting ruin door to world layer to fix navmesh bug
3 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
3 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
3 Months Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
3 Months Ago
Update navigation obstacles (s2p) in launch site