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branchrust_reboot/main/naval_updatecancel

88 Commits over 122 Days - 0.03cph!

4 Days Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
7 Days Ago
S2P islands for ai zones
7 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
7 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
11 Days Ago
Fix new scientists not playing static sound effect on death
11 Days Ago
Fix new Scientist using wrong headshots sounds
11 Days Ago
Prevent another "Look rotation viewing vector is zero" error
11 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
12 Days Ago
Add more navmesh blocking volumes to oilrigs
12 Days Ago
Fix scientists dying spontaneously when patrolling
12 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
12 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
13 Days Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
13 Days Ago
Add hack to not check if underwater if parented to a ghostship
13 Days Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
13 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
13 Days Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
13 Days Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
13 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
13 Days Ago
Fix potential "Look rotation viewing vector is zero" error
13 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
14 Days Ago
Try setting ruin door to world layer to fix navmesh bug
14 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
17 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
17 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.
17 Days Ago
Update navigation obstacles (s2p) in launch site
17 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
17 Days Ago
Update navigation obstacles (s2p) in missile silo
17 Days Ago
Update navigation obstacles (s2p) in outpost
17 Days Ago
Update navigation obstacles (s2p) in water treatment plant
17 Days Ago
Update navigation obstacles (s2p) in trainyard
17 Days Ago
Update navigation obstacles (s2p) in excavator
17 Days Ago
Update navigation obstacles (s2p) in arctic base
17 Days Ago
Update navigation obstacles (s2p) in airfield
17 Days Ago
Update navigation obstacles (s2p) in military tunnels
17 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
21 Days Ago
Remove RTVoice again
49 Days Ago
Fix scientists fsms being added to client budget queue in editor
49 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
49 Days Ago
Re-enable scientists on deep sea islands
49 Days Ago
Make sleeping component server only
49 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
49 Days Ago
Readd new scientists to oilrigs
54 Days Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
54 Days Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
54 Days Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
54 Days Ago
Fix new scientists having visible healthbar unlike old ones
54 Days Ago
Merge from revert_oildrig_scientists
55 Days Ago
Merge from convar_to_disabled_npcs_on_islands
59 Days Ago
Remove new scientists from desert military base