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775 Commits over 215 Days - 0.15cph!

7 Months Ago
Add initshared and destroyshared to entityComponent
7 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
7 Months Ago
Allow wolves to reprioritize their target when fighting a group
7 Months Ago
Fix compile errors in server/client modes
7 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
7 Months Ago
Start setting up wolf senses
7 Months Ago
Merge from main
7 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
7 Months Ago
Add wolf bark before coordinated attack, add proper death state
7 Months Ago
Add wolf howl
7 Months Ago
Make fsms easier to edit by exposing them on the prefab
7 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
7 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
7 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
7 Months Ago
Allow lightweights entity components to handle RPCs
7 Months Ago
Create lightweight components that don't have the overhead of unity components
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Submit navmesh display line material
7 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
7 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
7 Months Ago
Reduce navmesh draw allocs again
7 Months Ago
Further optimize navmesh drawing
7 Months Ago
Optimize navmesh debug view
7 Months Ago
Complete client navmesh drawing
7 Months Ago
Make it possible for admins to see the navmesh
7 Months Ago
Add command to draw navmesh in game
7 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
7 Months Ago
Fix navmesh not generating properly with mesh colliders
7 Months Ago
Use more appropriate collision masks for navmesh geo gathering
7 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
7 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
7 Months Ago
Fix fuel tank mesh collider not being readable
7 Months Ago
Remove some more allocations and add more profiling
7 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
7 Months Ago
Separate navigation building steps so it's easier to multi-thread
7 Months Ago
Add option to build navmesh asynchronously, add more profile markers
7 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
7 Months Ago
Fix memory leak and add more profiler coverage
7 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
7 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
7 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
7 Months Ago
Add recast DLL with custom bindings
7 Months Ago
Merge from main
7 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
7 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
7 Months Ago
Allow new wolf to deal damage and drop a corpse
7 Months Ago
Undo changes to old wolf animator
7 Months Ago
Fix missing convar
7 Months Ago
Remove debug draw and replace constants with convar