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636 Commits over 153 Days - 0.17cph!

4 Months Ago
Fix wolf not circling, add flee behaviour
4 Months Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
4 Months Ago
Start work on wolf roam state
4 Months Ago
Fix wolf getting stuck in some situations
4 Months Ago
Prevent wolves being too synchronized by adding a random delay
4 Months Ago
Fix wolf sliding during some montages
4 Months Ago
Integrate spine animator and look animator
4 Months Ago
Fix wolves going very fast
4 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
4 Months Ago
Convert fsm to component
4 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
4 Months Ago
Add initshared and destroyshared to entityComponent
5 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
5 Months Ago
Allow wolves to reprioritize their target when fighting a group
5 Months Ago
Fix compile errors in server/client modes
5 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
5 Months Ago
Start setting up wolf senses
5 Months Ago
Merge from main
5 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
5 Months Ago
Add wolf bark before coordinated attack, add proper death state
5 Months Ago
Add wolf howl
5 Months Ago
Make fsms easier to edit by exposing them on the prefab
5 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
5 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
5 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
5 Months Ago
Allow lightweights entity components to handle RPCs
5 Months Ago
Create lightweight components that don't have the overhead of unity components
5 Months Ago
Merge from main
5 Months Ago
Merge from main
5 Months Ago
Submit navmesh display line material
5 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
5 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
5 Months Ago
Reduce navmesh draw allocs again
5 Months Ago
Further optimize navmesh drawing
5 Months Ago
Optimize navmesh debug view
5 Months Ago
Complete client navmesh drawing
5 Months Ago
Make it possible for admins to see the navmesh
5 Months Ago
Add command to draw navmesh in game
5 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
5 Months Ago
Fix navmesh not generating properly with mesh colliders
5 Months Ago
Use more appropriate collision masks for navmesh geo gathering
5 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
5 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
5 Months Ago
Fix fuel tank mesh collider not being readable
5 Months Ago
Remove some more allocations and add more profiling
5 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
5 Months Ago
Separate navigation building steps so it's easier to multi-thread
5 Months Ago
Add option to build navmesh asynchronously, add more profile markers
5 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
5 Months Ago
Fix memory leak and add more profiler coverage