1,452 Commits over 549 Days - 0.11cph!
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
Optimize npc door opening logic, could save up to 0.1ms in best case.
Also fixes bugs where doors wouldn't open, or too late.
Update navigation obstacles (s2p) in launch site
Update navigation obstacles (s2p) in floating cities 1 to 4
Update navigation obstacles (s2p) in missile silo
Update navigation obstacles (s2p) in outpost
Update navigation obstacles (s2p) in water treatment plant
Update navigation obstacles (s2p) in trainyard
Update navigation obstacles (s2p) in excavator
Update navigation obstacles (s2p) in arctic base
Update navigation obstacles (s2p) in airfield
Update navigation obstacles (s2p) in military tunnels
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
Store navmesh modifier volumes in a sparse grid for faster retrieval
Fix navMeshModifierVolume being accessed after being destroyed
s2p on monuments containing nav obstacles
Replaces nav obstacle component on crates, electrical boxes, containers...
Fix scientists not moving
Fix scientists fsms being added to client budget queue in editor
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
Replace navmodifiers with navvolumes
Re-enable scientists on deep sea islands
Make sleeping component server only
Hook new scientists to AIzones so that they go to sleep when no player is around
Readd new scientists to oilrigs
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
Fix new scientists having visible healthbar unlike old ones
Merge from naval_update, revert oilrig scientists
Merge from revert_oildrig_scientists
Use old scientists on both oilrigs
Merge from convar_to_disabled_npcs_on_islands
Add convar to disable NPCs on deep sea islands if needed
Remove new scientists from desert military base
Fix NRE on bradley's death
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)
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
▄▅▌▉ ▅▆▅▊█▅▅▍▆ ▋▍▍▇█▌▉ ▇▉▊▅▌▉ ▇▄▄▆▆▌▄▆ █▅▆▍▋█▍█
▉▌▅▇ ▊▇▊▅▇▋█▅▉ ▆▆▆▍▋▌▅ ▆▇█▌▋▍
Fix "look rotation vector is zero" error spam
Fix naval scientist corpse using normal scientist skin
Npc aim refactor progress