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1,740 Commits over 669 Days - 0.11cph!

57 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
57 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
57 Days Ago
Fix crash
57 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
58 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
58 Days Ago
Prepare work on moving navmesh
58 Days Ago
Update rust native lib for all platforms to contains the new recast code
58 Days Ago
Merge from main
59 Days Ago
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
59 Days Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
59 Days Ago
Potential fix for red card room scientist turning invisible
59 Days Ago
Potential fix for scientists weapon leak
60 Days Ago
Fix animals and naval scientists only fleeing or being passive
60 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
60 Days Ago
Fix animals running in circles
60 Days Ago
Fix compile errors from merge
2 Months Ago
Merge from main
2 Months Ago
Fix scientist weapons floating at world origin on server
2 Months Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
2 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
2 Months Ago
Fix naval scientist laser sight not being on during the day
2 Months Ago
Fix FSMTransitionBase.get_Senses NRE
2 Months Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
2 Months Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
2 Months Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
2 Months Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
2 Months Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
2 Months Ago
Fix "navmesh ready" log spam
2 Months Ago
Merge from naval_cleanup_scientist_fixes
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
Manually merge recast logic with new code
2 Months Ago
Update rust native dll
2 Months Ago
Fix bad merge
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
2 Months Ago
Merge from main