userMaverickcancel

1,759 Commits over 669 Days - 0.11cph!

5 Months Ago
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5 Months Ago
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5 Months Ago
Fix "look rotation vector is zero" error spam
5 Months Ago
Fix naval scientist corpse using normal scientist skin
6 Months Ago
Merge from naval_update
6 Months Ago
Npc aim refactor progress
6 Months Ago
Merge from naval_update
6 Months Ago
Remove voice gen plugin
6 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
6 Months Ago
Assign new hazmat to new scientist
6 Months Ago
Merge from naval_update
6 Months Ago
npc aim refactor first pass
6 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
6 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
6 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
6 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
6 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
6 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
6 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
6 Months Ago
Fix scientists rushing when grenade throw fails
6 Months Ago
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
6 Months Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
6 Months Ago
Merge from better_npc_grenades
6 Months Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
6 Months Ago
Fix compile error
6 Months Ago
Merge from naval_update
6 Months Ago
Start setting up improved npc grenades
7 Months Ago
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
7 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
7 Months Ago
Fix NRE in server builds when scientists are talking to each other
7 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
7 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
7 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
7 Months Ago
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7 Months Ago
Fix oilrigs spawning old scientists after bad merge
7 Months Ago
Fix compile error
7 Months Ago
Initial setup to fix scientists trying to shoot through glass
7 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
7 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
7 Months Ago
Remove log
7 Months Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
7 Months Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
7 Months Ago
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7 Months Ago
Fix compile errors
7 Months Ago
Merge from main
7 Months Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
7 Months Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
7 Months Ago
Fix error when build happens before navmesh is initialized
7 Months Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
7 Months Ago
Follow Daniel's advice of merging two redundant code paths into one