1,562 Commits over 580 Days - 0.11cph!
Merge from naval_cleanup_scientist_fixes
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
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
Fix some cases where scientists were still seeing you too easily through smoke
Fix naval scientist flashlight/lasersight not working
Remove option to have transitions and state not receive a payload, it's less bug prone
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
Manually merge recast logic with new code
Only use the fallback if the sample radius was large
Remove unecessary trace in SamplePosition fallback
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
Potential fix for scientists seeing through smoke, will be applied to bushes if it's successful
Potential fix for "Standing on desks on ghostships tricks the AI"
Temp fix for "When there is no cover around and the scientists need to reload, they jitter awkwardly"
Potential fix for "mp5.entity / flashlight.entity changed its network group to null" when spawning new scientists
Fix naval scientists not lighting up their laser or flashlight weapon attachment at night
Remove leftover AI debug stuff from craggy
Merge from naval_update, give scientists real entity weapons instead of lightweight fake weapons
Fix compile error in BoatBuildingStation when build option is set to NONE
Fix compile error on client
Merge from give_scientists_real_weapon_entities
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
Delete component used for lightweight non-entity weapons + codegen
Fix npc rushing after landing a few shots on the player, required new handling with weapon entities
Fix reload sounds not playing (does not support swapping weapons for now)
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
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
Subtract subtraction of naval_update merge, fix compile error on server
Placeholder notify for third person reload sound
Remove call to SetGenericVisible on scientist weapon, seems to be redundant from initial tests (will see with more testing if it really is)
Add comment to make new scientists aimCone calculation less cryptic
Fix weapon damage npc scaling and friendly fire not working properly when weapon is equipped to new scientist
Format npcShootingComponent to remove weird spacing
First pass on giving real weapon entities to new scientists
Merge from add_printorkilloffnavscientists_command
Merge from fix_scientists_cant_enter_oilrig_rooms
Merge from fix_scientists_not_wounding
Merge from fix_scientist_cant_see_player_despite_touching
Merge from fix_ai_play_anim_nre