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1,609 Commits over 608 Days - 0.11cph!

1 Hour Ago
Add debug drawing for cell coordinates and build status
Today
First pass on disconnected navmeshes (eg tropical islands)
5 Days Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
5 Days Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
5 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
5 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
5 Days Ago
Use cleaner getter for agent
5 Days Ago
Fix path follower ticking twice per frame in editor
5 Days Ago
Prevent path leaking when agent is destroyed
6 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
6 Days Ago
Add todo comments
6 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
6 Days Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
6 Days Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
6 Days Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
6 Days Ago
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
12 Days Ago
Budget the main thread part of navmesh building
12 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
12 Days Ago
Fix incorrect cleanup on load fail
12 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
12 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
12 Days Ago
Fix crash
12 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
13 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
13 Days Ago
Prepare work on moving navmesh
13 Days Ago
Update rust native lib for all platforms to contains the new recast code
13 Days Ago
Merge from main
14 Days Ago
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
14 Days Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
14 Days Ago
Potential fix for red card room scientist turning invisible
14 Days Ago
Potential fix for scientists weapon leak
15 Days Ago
Fix animals and naval scientists only fleeing or being passive
15 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
15 Days Ago
Fix animals running in circles
15 Days Ago
Fix compile errors from merge
16 Days Ago
Merge from main
16 Days Ago
Fix scientist weapons floating at world origin on server
16 Days Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
19 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
19 Days Ago
Fix naval scientist laser sight not being on during the day
19 Days Ago
Fix FSMTransitionBase.get_Senses NRE
19 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
19 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
20 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
21 Days Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
21 Days Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
23 Days Ago
Fix "navmesh ready" log spam
23 Days Ago
Merge from naval_cleanup_scientist_fixes
26 Days Ago
Merge from main
26 Days Ago
Fix client compile error