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1,562 Commits over 580 Days - 0.11cph!

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