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1,492 Commits over 549 Days - 0.11cph!

1 Hour Ago
Improve scientists undergeared player evaluation
1 Hour Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
1 Hour Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
2 Hours Ago
Fixing more broken files
2 Hours Ago
Merge from main
2 Hours Ago
Attempt to unbork the naval merge subtraction
3 Hours Ago
Merge from naval_update
3 Hours Ago
Fix client compile error
3 Hours Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
6 Hours Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
Today
Hide scientists healthbar
Today
Merge from fix_npc_flanking
Today
Merge from naval_update
Today
Hook up new flanking algorithm to fsm
Yesterday
Merge from naval_update
Yesterday
Polish flank code, remove allocs, ifdef logs, support moving navmesh, share editor and runtime code for easier testing, use parameters for magic numbers, fix wrong algorithm in ComputePathsInitialSimilarity
6 Days Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
9 Days Ago
S2P islands for ai zones
9 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
9 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
13 Days Ago
Fix new scientists not playing static sound effect on death
13 Days Ago
Fix new Scientist using wrong headshots sounds
13 Days Ago
Prevent another "Look rotation viewing vector is zero" error
13 Days Ago
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
14 Days Ago
Add more navmesh blocking volumes to oilrigs
14 Days Ago
Fix scientists dying spontaneously when patrolling
14 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
14 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
15 Days Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
15 Days Ago
Add hack to not check if underwater if parented to a ghostship
15 Days Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
15 Days Ago
- 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
15 Days Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
15 Days Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
15 Days Ago
-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
15 Days Ago
Fix potential "Look rotation viewing vector is zero" error
15 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
16 Days Ago
Try setting ruin door to world layer to fix navmesh bug
16 Days Ago
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
16 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
19 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
19 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.
19 Days Ago
Update navigation obstacles (s2p) in launch site
19 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
19 Days Ago
Update navigation obstacles (s2p) in missile silo
19 Days Ago
Update navigation obstacles (s2p) in outpost
19 Days Ago
Update navigation obstacles (s2p) in water treatment plant
19 Days Ago
Update navigation obstacles (s2p) in trainyard
19 Days Ago
Update navigation obstacles (s2p) in excavator
19 Days Ago
Update navigation obstacles (s2p) in arctic base