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1,506 Commits over 549 Days - 0.11cph!

18 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
19 Days Ago
Try setting ruin door to world layer to fix navmesh bug
19 Days 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
19 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
22 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
22 Days 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.
22 Days Ago
Update navigation obstacles (s2p) in launch site
22 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
22 Days Ago
Update navigation obstacles (s2p) in missile silo
22 Days Ago
Update navigation obstacles (s2p) in outpost
22 Days Ago
Update navigation obstacles (s2p) in water treatment plant
22 Days Ago
Update navigation obstacles (s2p) in trainyard
22 Days Ago
Update navigation obstacles (s2p) in excavator
22 Days Ago
Update navigation obstacles (s2p) in arctic base
22 Days Ago
Update navigation obstacles (s2p) in airfield
22 Days Ago
Update navigation obstacles (s2p) in military tunnels
22 Days 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
23 Days Ago
Merge from naval_update
23 Days Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
25 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
25 Days Ago
s2p on monuments containing nav obstacles
25 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
26 Days Ago
Remove RTVoice again
26 Days Ago
Merge from naval_update
54 Days Ago
Fix scientists not moving
54 Days Ago
Fix scientists fsms being added to client budget queue in editor
54 Days Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
54 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
54 Days Ago
Replace navmodifiers with navvolumes
54 Days Ago
Re-enable scientists on deep sea islands
54 Days Ago
Make sleeping component server only
54 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
54 Days Ago
Readd new scientists to oilrigs
59 Days Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
59 Days Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
59 Days Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
59 Days Ago
Fix new scientists having visible healthbar unlike old ones
59 Days Ago
Merge from naval_update, revert oilrig scientists
59 Days Ago
Merge from revert_oildrig_scientists
59 Days Ago
Use old scientists on both oilrigs
60 Days Ago
Merge from convar_to_disabled_npcs_on_islands
60 Days Ago
Add convar to disable NPCs on deep sea islands if needed
2 Months Ago
Remove new scientists from desert military base
2 Months Ago
Fix NRE on bradley's death
2 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)
2 Months Ago
Merge from naval_update
2 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
2 Months Ago
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2 Months Ago
Fix "look rotation vector is zero" error spam