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1,679 Commits over 700 Days - 0.10cph!

4 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
4 Months Ago
Manually merge recast logic with new code
4 Months Ago
Update rust native dll
4 Months Ago
Fix bad merge
4 Months Ago
Only use the fallback if the sample radius was large
4 Months Ago
Remove unecessary trace in SamplePosition fallback
4 Months Ago
Fix compile error
4 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
4 Months Ago
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
4 Months Ago
Potential fix for "Standing on desks on ghostships tricks the AI"
4 Months Ago
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
4 Months Ago
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
4 Months Ago
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night
4 Months Ago
Merge from main
4 Months Ago
Remove leftover AI debug stuff from craggy
4 Months Ago
Merge from naval_update, give scientists real entity weapons instead of lightweight fake weapons
4 Months Ago
Merge from main
4 Months Ago
Fix compile error in BoatBuildingStation when build option is set to NONE
4 Months Ago
Fix compile error on client
4 Months Ago
Merge from give_scientists_real_weapon_entities
4 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
4 Months Ago
Delete component used for lightweight non-entity weapons + codegen
4 Months Ago
Fix npc rushing after landing a few shots on the player, required new handling with weapon entities
4 Months Ago
Fix reload sounds not playing (does not support swapping weapons for now)
4 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
4 Months Ago
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
4 Months Ago
Merge from naval_update
4 Months Ago
Subtract subtraction of naval_update merge, fix compile error on server
4 Months Ago
Placeholder notify for third person reload sound
4 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)
4 Months Ago
Add comment to make new scientists aimCone calculation less cryptic
4 Months Ago
Fix weapon damage npc scaling and friendly fire not working properly when weapon is equipped to new scientist
4 Months Ago
Fix npc weapon parenting
4 Months Ago
Merge from naval_update
4 Months Ago
Format npcShootingComponent to remove weird spacing
4 Months Ago
4 Months Ago
First pass on giving real weapon entities to new scientists
4 Months Ago
Merge from add_printorkilloffnavscientists_command
4 Months Ago
Merge from fix_scientists_cant_enter_oilrig_rooms
4 Months Ago
Merge from fix_scientists_not_wounding
4 Months Ago
Merge from fix_scientist_cant_see_player_despite_touching
4 Months Ago
Merge from fix_ai_play_anim_nre
4 Months Ago
Fix State_Playtanimation NRE
4 Months Ago
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
4 Months Ago
Fix new scientists killing players without wounding them first
4 Months Ago
Fix scientists not able to go into large oilrig top floor rooms
4 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
5 Months Ago
Merge from naval_update
5 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
5 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