userMaverickcancel

1,641 Commits over 608 Days - 0.11cph!

3 Months Ago
Update navigation obstacles (s2p) in military tunnels
3 Months Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
3 Months Ago
Merge from naval_update
3 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
3 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
3 Months Ago
s2p on monuments containing nav obstacles
3 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
3 Months Ago
Remove RTVoice again
3 Months Ago
Merge from naval_update
4 Months Ago
Fix scientists not moving
4 Months Ago
Fix scientists fsms being added to client budget queue in editor
4 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
4 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
4 Months Ago
Replace navmodifiers with navvolumes
4 Months Ago
Re-enable scientists on deep sea islands
4 Months Ago
Make sleeping component server only
4 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
4 Months Ago
Readd new scientists to oilrigs
4 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
4 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
4 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
4 Months Ago
Fix new scientists having visible healthbar unlike old ones
4 Months Ago
Merge from naval_update, revert oilrig scientists
4 Months Ago
Merge from revert_oildrig_scientists
4 Months Ago
Use old scientists on both oilrigs
4 Months Ago
Merge from convar_to_disabled_npcs_on_islands
4 Months Ago
Add convar to disable NPCs on deep sea islands if needed
4 Months Ago
Remove new scientists from desert military base
4 Months Ago
Fix NRE on bradley's death
4 Months 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)
4 Months Ago
Merge from naval_update
4 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
4 Months Ago
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4 Months Ago
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4 Months Ago
Fix "look rotation vector is zero" error spam
4 Months Ago
Fix naval scientist corpse using normal scientist skin
4 Months Ago
Merge from naval_update
4 Months Ago
Npc aim refactor progress
4 Months Ago
Merge from naval_update
4 Months Ago
Remove voice gen plugin
4 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
4 Months Ago
Assign new hazmat to new scientist
4 Months Ago
Merge from naval_update
4 Months Ago
npc aim refactor first pass
5 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
5 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
5 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
5 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
5 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
5 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