userMaverickcancel
reporust_rebootcancel

2,209 Commits over 853 Days - 0.11cph!

10 Months Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
10 Months 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
10 Months Ago
Fix potential "Look rotation viewing vector is zero" error
10 Months Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
10 Months Ago
Try setting ruin door to world layer to fix navmesh bug
10 Months Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
10 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
10 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
10 Months 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.
10 Months Ago
Update navigation obstacles (s2p) in launch site
10 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
10 Months Ago
Update navigation obstacles (s2p) in missile silo
10 Months Ago
Update navigation obstacles (s2p) in outpost
10 Months Ago
Update navigation obstacles (s2p) in water treatment plant
10 Months Ago
Update navigation obstacles (s2p) in trainyard
10 Months Ago
Update navigation obstacles (s2p) in excavator
10 Months Ago
Update navigation obstacles (s2p) in arctic base
10 Months Ago
Update navigation obstacles (s2p) in airfield
10 Months Ago
Update navigation obstacles (s2p) in military tunnels
10 Months 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
10 Months Ago
Merge from naval_update
10 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
10 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
10 Months Ago
s2p on monuments containing nav obstacles
10 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
10 Months Ago
Remove RTVoice again
10 Months Ago
Merge from naval_update
11 Months Ago
Fix scientists not moving
11 Months Ago
Fix scientists fsms being added to client budget queue in editor
11 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
11 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
11 Months Ago
Replace navmodifiers with navvolumes
11 Months Ago
Re-enable scientists on deep sea islands
11 Months Ago
Make sleeping component server only
11 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
11 Months Ago
Readd new scientists to oilrigs
12 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
12 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
12 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
12 Months Ago
Fix new scientists having visible healthbar unlike old ones
12 Months Ago
Merge from naval_update, revert oilrig scientists
12 Months Ago
Merge from revert_oildrig_scientists
12 Months Ago
Use old scientists on both oilrigs
12 Months Ago
Merge from convar_to_disabled_npcs_on_islands
12 Months Ago
Add convar to disable NPCs on deep sea islands if needed
12 Months Ago
Remove new scientists from desert military base
12 Months Ago
Fix NRE on bradley's death
12 Months Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
12 Months Ago
Merge from naval_update
12 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky