userMaverickcancel

1,688 Commits over 700 Days - 0.10cph!

7 Months Ago
Fix NRE on bradley's death
7 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)
7 Months Ago
Merge from naval_update
7 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
7 Months Ago
Fix "look rotation vector is zero" error spam
7 Months Ago
Fix naval scientist corpse using normal scientist skin
7 Months Ago
Merge from naval_update
7 Months Ago
Npc aim refactor progress
8 Months Ago
Merge from naval_update
8 Months Ago
Remove voice gen plugin
8 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
8 Months Ago
Assign new hazmat to new scientist
8 Months Ago
Merge from naval_update
8 Months Ago
npc aim refactor first pass
8 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
8 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
8 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
8 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out
8 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
8 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
8 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
8 Months Ago
Fix scientists rushing when grenade throw fails
8 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
8 Months Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
8 Months Ago
Merge from better_npc_grenades
8 Months Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
8 Months Ago
Fix compile error
8 Months Ago
Merge from naval_update
8 Months Ago
Start setting up improved npc grenades
9 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
9 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
9 Months Ago
Fix NRE in server builds when scientists are talking to each other
9 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
9 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
9 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
9 Months Ago
Fix oilrigs spawning old scientists after bad merge
9 Months Ago
Fix compile error
9 Months Ago
Initial setup to fix scientists trying to shoot through glass
9 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
9 Months Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
9 Months Ago
Remove log
9 Months Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
9 Months Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
9 Months Ago
Fix compile errors
9 Months Ago
Merge from main
9 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
9 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
9 Months Ago
Fix error when build happens before navmesh is initialized
9 Months Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
9 Months Ago
Follow Daniel's advice of merging two redundant code paths into one