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2,092 Commits over 792 Days - 0.11cph!

9 Months Ago
Update navigation obstacles (s2p) in airfield
9 Months Ago
Update navigation obstacles (s2p) in military tunnels
9 Months Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
9 Months Ago
Merge from naval_update
9 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
9 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
9 Months Ago
s2p on monuments containing nav obstacles
9 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
9 Months Ago
Remove RTVoice again
9 Months Ago
Merge from naval_update
10 Months Ago
Fix scientists not moving
10 Months Ago
Fix scientists fsms being added to client budget queue in editor
10 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
10 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
10 Months Ago
Replace navmodifiers with navvolumes
10 Months Ago
Re-enable scientists on deep sea islands
10 Months Ago
Make sleeping component server only
10 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
10 Months Ago
Readd new scientists to oilrigs
10 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
10 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
10 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
10 Months Ago
Fix new scientists having visible healthbar unlike old ones
10 Months Ago
Merge from naval_update, revert oilrig scientists
10 Months Ago
Merge from revert_oildrig_scientists
10 Months Ago
Use old scientists on both oilrigs
10 Months Ago
Merge from convar_to_disabled_npcs_on_islands
10 Months Ago
Add convar to disable NPCs on deep sea islands if needed
10 Months Ago
Remove new scientists from desert military base
10 Months Ago
Fix NRE on bradley's death
10 Months Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
10 Months Ago
Merge from naval_update
10 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
10 Months Ago
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10 Months Ago
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10 Months Ago
Fix "look rotation vector is zero" error spam
10 Months Ago
Fix naval scientist corpse using normal scientist skin
10 Months Ago
Merge from naval_update
10 Months Ago
Npc aim refactor progress
10 Months Ago
Merge from naval_update
10 Months Ago
Remove voice gen plugin
10 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
10 Months Ago
Assign new hazmat to new scientist
10 Months Ago
Merge from naval_update
10 Months Ago
npc aim refactor first pass
11 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
11 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
11 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
11 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
11 Months 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