1,432 Commits over 518 Days - 0.12cph!
Fix scientists not moving
Fix scientists fsms being added to client budget queue in editor
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Replace navmodifiers with navvolumes
Re-enable scientists on deep sea islands
Make sleeping component server only
Hook new scientists to AIzones so that they go to sleep when no player is around
Readd new scientists to oilrigs
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
Fix new scientists having visible healthbar unlike old ones
Merge from naval_update, revert oilrig scientists
Merge from revert_oildrig_scientists
Use old scientists on both oilrigs
Merge from convar_to_disabled_npcs_on_islands
Add convar to disable NPCs on deep sea islands if needed
Remove new scientists from desert military base
Fix NRE on bradley's death
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)
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
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Fix "look rotation vector is zero" error spam
Fix naval scientist corpse using normal scientist skin
Npc aim refactor progress
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
Assign new hazmat to new scientist
npc aim refactor first pass
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
Centralize logic that checks if a npc bullet will be blocked if they fire
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
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
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
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
Fix scientists rushing when grenade throw fails
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
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Merge from better_npc_grenades
Remove logs and ddraw, hook to scientist but keep inactive for now
Start setting up improved npc grenades