branchrust_reboot/main/cargo_shipcancel
161 Commits over 62 Days - 0.11cph!
cargo ship map marker
cargo ship movement improved
cargo ship ladder mounting improved
cargo ship NRE on exit fixed
compile fixes
rhib spawning and detatching
loot spawning
egression
use new lighting on cargo ship
merge from cargo_ship_lighting
Another pass on making NPCs animate movement on the Cargo Ship without fucking up players.
fixed EKG pathing
mount/dismount on parent works
mounting to ladders takes into consideration lerp/ping
ladder mounting bugfixes
fixed ladder detection through other triggers
Some minor tweaks related to AI and cover.
Expanded waypoint set for NPC test spawn on Cargo Ship.
NPCs now stand still when they've reached a destination, rather than jiggle, on the Cargo Ship.
Feet better align with eyes for NPCs on Cargo Ship.
climb functionality which somehow works
More player LookingAt fixes
LookatTooltip falls back to player self interact menu if entity we're looking at does not have an entity menu
More work on NPCs on the Cargo Ship.
Removed highFidelityRotation from BaseVehicle since this is now the default for all entities
Client side ragdoll objects are parented correctly (fixes physics drag effect)
Fixed path following of A* paths for Scientists on Cargo Ship.
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.
More AI tweaks at Cargo Ship.
More tweaks to AI related to Cargo Ship.
Improved AI Line of Sight when on the Cargo Ship.
Improved NPC orientation when on the Cargo Ship.
Added a constantly pathing A* scientist on the deck for testing.
temp fix for scientist visibility
Subtracted PlayerModel AI changes
Fixed moving scientists not animating the movement when parented.
More work on NPCs on cargo ships.
More work on NPC orientation on the cargo ship.
More NPC orientation fixes on Cargo Ship.
ocean path adjustments
prop work
More work on AI orientation while on the cargo ship.
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Server projectiles and thrown weapons inherit velocity from player parent
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
Fixed NRE in A* scientist's navigation.
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
Corrected projectile directions for NPCs when on the Cargo Ship.
More improvements to AI orientation when on the Cargo Ship.
More work on solving orientation for AI on the Cargo Ship.
More progress on AI heading/orientation when on the Cargo Ship.
PlayerGrid now lives in world space, and other world vs local space things related to AI.
ambientLightLOD set to isDynamic