userMaverickcancel

1,439 Commits over 549 Days - 0.11cph!

Today
Merge from naval_update
Today
Store navmesh modifier volumes in a sparse grid for faster retrieval
3 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
3 Days Ago
s2p on monuments containing nav obstacles
3 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
4 Days Ago
Remove RTVoice again
4 Days Ago
Merge from naval_update
32 Days Ago
Fix scientists not moving
32 Days Ago
Fix scientists fsms being added to client budget queue in editor
32 Days Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
32 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
32 Days Ago
Replace navmodifiers with navvolumes
32 Days Ago
Re-enable scientists on deep sea islands
32 Days Ago
Make sleeping component server only
32 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
32 Days Ago
Readd new scientists to oilrigs
36 Days Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
36 Days Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
36 Days Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
36 Days Ago
Fix new scientists having visible healthbar unlike old ones
37 Days Ago
Merge from naval_update, revert oilrig scientists
37 Days Ago
Merge from revert_oildrig_scientists
37 Days Ago
Use old scientists on both oilrigs
38 Days Ago
Merge from convar_to_disabled_npcs_on_islands
38 Days Ago
Add convar to disable NPCs on deep sea islands if needed
42 Days Ago
Remove new scientists from desert military base
44 Days Ago
Fix NRE on bradley's death
44 Days Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
44 Days Ago
Merge from naval_update
44 Days Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
46 Days Ago
▄▅▌▉ ▅▆▅▊█▅▅▍▆ ▋▍▍▇█▌▉ ▇▉▊▅▌▉ ▇▄▄▆▆▌▄▆ █▅▆▍▋█▍█
46 Days Ago
▉▌▅▇ ▊▇▊▅▇▋█▅▉ ▆▆▆▍▋▌▅ ▆▇█▌▋▍
46 Days Ago
Fix "look rotation vector is zero" error spam
46 Days Ago
Fix naval scientist corpse using normal scientist skin
50 Days Ago
Merge from naval_update
51 Days Ago
Npc aim refactor progress
53 Days Ago
Merge from naval_update
53 Days Ago
Remove voice gen plugin
53 Days Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
53 Days Ago
Assign new hazmat to new scientist
53 Days Ago
Merge from naval_update
53 Days Ago
npc aim refactor first pass
2 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
2 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
2 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
2 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
2 Months Ago
Fix scientists reacting too slow when fighting a player that hid and getting shot in the back by another player, hook new scientists to Server.pveBulletDamageMultiplier
2 Months Ago
Improve reliability of scientists grenade throws: - replace capsule collider with sphere collider, centered, more predictable bounces and less risks of getting caught on geometry - "explode" on impact, reduces cases when the grenade lands next to player but bounces into the sea
2 Months Ago
Fix scientists cancelling their behaviour because they think they can throw a grenade but they can't, fix some triggers being set to world and being hit by grenade trajectory prediction traces
3 Months Ago
Fix scientists rushing when grenade throw fails