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1,397 Commits over 457 Days - 0.13cph!

3 Days Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
3 Days Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
3 Days Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
3 Days Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
3 Days Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
4 Days Ago
Improve reliability of scientists grenade throws: - replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry - "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
4 Days Ago
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
7 Days Ago
Fix scientists rushing when grenade throw fails
7 Days Ago
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
7 Days Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
7 Days Ago
Merge from better_npc_grenades
7 Days Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
8 Days Ago
Fix compile error
8 Days Ago
Merge from naval_update
8 Days Ago
Start setting up improved npc grenades
14 Days Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
16 Days Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
16 Days Ago
Fix NRE in server builds when scientists are talking to each other
17 Days Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
17 Days Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
17 Days Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
22 Days Ago
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22 Days Ago
Fix oilrigs spawning old scientists after bad merge
24 Days Ago
Fix compile error
24 Days Ago
Initial setup to fix scientists trying to shoot through glass
24 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
24 Days Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
24 Days Ago
Remove log
24 Days Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
24 Days Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
24 Days Ago
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25 Days Ago
Fix compile errors
25 Days Ago
Merge from main
29 Days Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
29 Days Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
30 Days Ago
Fix error when build happens before navmesh is initialized
30 Days Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
30 Days Ago
Follow Daniel's advice of merging two redundant code paths into one
31 Days Ago
Preserve meshCache old behaviour by adding submesh tris to another field
31 Days Ago
Cancel running tile building operations if the tile is re-queued
31 Days Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
31 Days Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
32 Days Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
32 Days Ago
Remove logs
32 Days Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
32 Days Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
34 Days Ago
Do not allow queueing again tiles that are actively being rebuilt, removes the need for locks on the hashset. Maybe we need to remove from the queue the tile, and add it to the end of the queue if someone asks to rebuild it again.
34 Days Ago
Replace concurrent queue and semaphore with blocking collection for job requests, and ConcurrentQueue with ConcurrentBag for job results (order does not matter)
34 Days Ago
Fix tile never being removed from dict if using sync mode
34 Days Ago
Reserve some background threads for the navmesh