1,593 Commits over 608 Days - 0.11cph!
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
Fix State_Playtanimation NRE
Fix scientists taking too long to notice a player touching them, sometimes going through players without noticing, they'll now notice instantly
Fix new scientists killing players without wounding them first
Fix scientists not able to go into large oilrig top floor rooms
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
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
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
Also prevent double push when throwing grenades
- Reduce random chance to push after peeking
- Prevent double push after landing a shot on the player
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
- Fix npc not grouping to push (bug introduced with voicelines removal)
- Fix leak
- Have npc always try to not push alone
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
- Prevent scientists from being overly agitated (going from hiding spot to hiding spot never pausing in between) when peeking and flanking both are not possible
- Prevent scientist on other floors or sniped from being too agitated (peeking and wobbling a lot) even though nothing is happening near them
- Fix scientists throwing grenades while searching or while being surprised
Another attempt at fixing npcs going through tropical ruins doors
Fix some traces not being added in the correct category of the npc visual debugger
- When sniped, make scientists hide before returning fire
- Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)