1,475 Commits over 549 Days - 0.11cph!
Setup AI sleeping on islands, not working, still figuring out why
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
Fix new scientists not playing static sound effect on death
Fix new Scientist using wrong headshots sounds
Prevent another "Look rotation viewing vector is zero" error
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
Add more navmesh blocking volumes to oilrigs
Fix scientists dying spontaneously when patrolling
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
Fix npcZone OOB translation being wrong when parented to a ghostship
Add hack to not check if underwater if parented to a ghostship
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
- First pass on fixing ghostship npc zones
- Allow rotating and moving zones
- Allow destroying zones
- When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors)
- Fix search origin being corrupted
- Fix lastChosenHidingSpot never being set
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands.
-Fix scientists walking on top of static canons of islands
-Fix scientists walking through trees on islands
-Not fixed: loot crates present on island spawn are forever baked into the navmesh
Fix potential "Look rotation viewing vector is zero" error
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
Try setting ruin door to world layer to fix navmesh bug
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
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