branchrust_reboot/main/cargo_shipcancel
161 Commits over 62 Days - 0.11cph!
Made AI operate in world space more correctly.
LOD components support moving objects when isDynamic is true
Removed LOD hacks from cargo ship
Removed smooth rotation override from cargo ship (smooth rotation is now default)
Projectiles and thrown weapons inherit velocity from player parent (TODO: server projectiles)
Players don't inherit network group when parented
Players update their network group even when standing still while parented
Players update their server query position even when standing still while parented (for AI queries)
Cargo ship lifeboat arms prefabs and meshes
Added lifeboat arms to the cargo ship scene
ambientLightLOD set to isDynamic
PlayerGrid now lives in world space, and other world vs local space things related to AI.
More progress on AI heading/orientation when on the Cargo Ship.
More work on solving orientation for AI on the Cargo Ship.
More improvements to AI orientation when on the Cargo Ship.
Corrected projectile directions for NPCs when on the Cargo Ship.
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.
Fixed NRE in A* scientist's navigation.
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
Server projectiles and thrown weapons inherit velocity from player parent
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More work on AI orientation while on the cargo ship.
ocean path adjustments
prop work
More NPC orientation fixes on Cargo Ship.
More work on NPC orientation on the cargo ship.
More work on NPCs on cargo ships.
Fixed moving scientists not animating the movement when parented.
Subtracted PlayerModel AI changes
temp fix for scientist visibility
Added a constantly pathing A* scientist on the deck for testing.
Improved NPC orientation when on the Cargo Ship.
Improved AI Line of Sight when on the Cargo Ship.
More tweaks to AI related to Cargo Ship.
More AI tweaks at Cargo Ship.
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
Fixed path following of A* paths for Scientists on Cargo Ship.
Client side ragdoll objects are parented correctly (fixes physics drag effect)
Removed highFidelityRotation from BaseVehicle since this is now the default for all entities
More work on NPCs on the Cargo Ship.
LookatTooltip falls back to player self interact menu if entity we're looking at does not have an entity menu
More player LookingAt fixes