userMaverickcancel

1,452 Commits over 549 Days - 0.11cph!

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