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686 Commits over 184 Days - 0.16cph!

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