userMaverickcancel
reporust_rebootcancel

1,744 Commits over 730 Days - 0.10cph!

11 Months Ago
- Move recast code to the rust native project - Rust native local DLL build to test
11 Months Ago
Remove non threadsafe timeWarning from multithreaded part
11 Months Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
11 Months Ago
Merge from main
11 Months Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
11 Months Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
11 Months Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
11 Months Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
11 Months Ago
Add info to partial paths
12 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
12 Months Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
12 Months Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
12 Months Ago
- Restore multithreaded navmesh building - Increase tile poly buffer size for debug vis - Handle mesh colliders submeshes (uncommon but possible)
12 Months Ago
Replace unity profile markers with timewarnings, add stopwatch to log build times
12 Months Ago
Add debug commands to test pathing and sampling
12 Months Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
12 Months Ago
Codegen
12 Months Ago
Update pooled list renting to new API
1 Year Ago
Update protobuf deserialization of navdata
1 Year Ago
Fix compile errors
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fix scientists shooting before fully aligned to aim
1 Year Ago
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front
1 Year Ago
Only delay heavy turning if surprised from behind, it looks odd pausing when the player is right in front
1 Year Ago
Fix formatting in RebindSkinnedMeshRenderer
1 Year Ago
Fix heavy scientist sometimes still turning too fast to face player or noise
1 Year Ago
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
1 Year Ago
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
1 Year Ago
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
1 Year Ago
Sort categories and entities alphabetically in ai demos viewer
1 Year Ago
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
1 Year Ago
Add todo to remember accounting for ducking when estimating muzzle pos server side
1 Year Ago
Add random pitch to backpack hit sound
1 Year Ago
Prevent scientists shooting when their eyes are unobstructed but their weapon muzzle is. Some work is still needed to have them reposition to avoid the obstruction or take cover.
1 Year Ago
Add placeholder high pitch metal impact sound when heavy backpack weakspot is hit
1 Year Ago
Fix heavy facing wrong direction after clearing a corner, and staying far instead of constantly advancing
1 Year Ago
Separate heavy weakspot health from their main body health, makes it more intuitive
1 Year Ago
Fix scientist bullets sometimes being invisible by removing particle scale component, todo check with Petur if that can cause issues
1 Year Ago
Fix heavy scientist ground check trace hitting their own backpack, resulting in them randomly hovering
1 Year Ago
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS - Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
1 Year Ago
Add heavy voicelines to ask his teammates to flank when players waste their time shooting his front armor, not hooked yet
1 Year Ago
Do not send RPCs for bullets bouncing off heavy's armor. It'll add unecessary network overhead and delays, just do it on the clients. This requires forwarding OnAttacked to EntityComponents and renaming resource dispenser's OnAttacked.
1 Year Ago
Make heavy more resistant to bullets from the front, but their ammo/fuel backpack will explode and instakill them on hit
1 Year Ago
Build manifest to be able to spawn scientists (got erased from merge)
1 Year Ago
Create custom inspector to make editing voicelines easier, stop using the "bark" term and try to always use "voiceline"
1 Year Ago
Refactor voicelines to replicate with voiceline index instead of voiceline hash, also allows per-category cooldown work to start
1 Year Ago
Refactor voiceline system to use audioclips instead of procedurally generating audio at runtime, todo now make cooldowns use voiceline type not exact text as id
1 Year Ago
Bake windows placeholder robot voices into audioClips, as people get different voices depending on their machine, sometimes even female. It'll also be easier to replace with proper voice recordings before release.
1 Year Ago
Prepare some voiceline variations so that they don't repeat the same things too much