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2,206 Commits over 853 Days - 0.11cph!

9 Months Ago
Fix naval scientist flashlight/lasersight not working
9 Months Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
9 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
9 Months Ago
Manually merge recast logic with new code
9 Months Ago
Update rust native dll
9 Months Ago
Fix bad merge
9 Months Ago
Only use the fallback if the sample radius was large
9 Months Ago
Remove unecessary trace in SamplePosition fallback
9 Months Ago
Fix compile error
9 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
9 Months Ago
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
9 Months Ago
Potential fix for "Standing on desks on ghostships tricks the AI"
9 Months Ago
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
9 Months Ago
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
9 Months Ago
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night
9 Months Ago
Merge from main
9 Months Ago
Remove leftover AI debug stuff from craggy
9 Months Ago
Merge from naval_update, give scientists real entity weapons instead of lightweight fake weapons
9 Months Ago
Merge from main
9 Months Ago
Fix compile error in BoatBuildingStation when build option is set to NONE
9 Months Ago
Fix compile error on client
9 Months Ago
Merge from give_scientists_real_weapon_entities
9 Months Ago
Clean up suppressive fire flow, early out earlier if irrelevant to not waste time calculating accuracy, and never calculate accuracy if we are doing suppressive fire
9 Months Ago
Delete component used for lightweight non-entity weapons + codegen
9 Months Ago
Fix npc rushing after landing a few shots on the player, required new handling with weapon entities
9 Months Ago
Fix reload sounds not playing (does not support swapping weapons for now)
9 Months Ago
Refine npc aiming logic, good accuracy if player is not moving or charging us, bad accuracy if player is far away or running sideways/away
9 Months Ago
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
9 Months Ago
Merge from naval_update
9 Months Ago
Subtract subtraction of naval_update merge, fix compile error on server
9 Months Ago
Placeholder notify for third person reload sound
9 Months Ago
Remove call to SetGenericVisible on scientist weapon, seems to be redundant from initial tests (will see with more testing if it really is)
9 Months Ago
Add comment to make new scientists aimCone calculation less cryptic
9 Months Ago
Fix weapon damage npc scaling and friendly fire not working properly when weapon is equipped to new scientist
9 Months Ago
Fix npc weapon parenting
9 Months Ago
Merge from naval_update
9 Months Ago
Format npcShootingComponent to remove weird spacing
9 Months Ago
9 Months Ago
First pass on giving real weapon entities to new scientists
9 Months Ago
Merge from add_printorkilloffnavscientists_command
9 Months Ago
Merge from fix_scientists_cant_enter_oilrig_rooms
9 Months Ago
Merge from fix_scientists_not_wounding
9 Months Ago
Merge from fix_scientist_cant_see_player_despite_touching
9 Months Ago
Merge from fix_ai_play_anim_nre
9 Months Ago
Fix State_Playtanimation NRE
9 Months Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
9 Months Ago
Fix new scientists killing players without wounding them first
9 Months Ago
Fix scientists not able to go into large oilrig top floor rooms
9 Months Ago
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
9 Months Ago
Merge from naval_update