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1,015 Commits over 274 Days - 0.15cph!

8 Months Ago
Make fsms easier to edit by exposing them on the prefab
8 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
8 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
8 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
8 Months Ago
Allow lightweights entity components to handle RPCs
8 Months Ago
Create lightweight components that don't have the overhead of unity components
8 Months Ago
Merge from main
8 Months Ago
Merge from main
8 Months Ago
Submit navmesh display line material
8 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
8 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
8 Months Ago
Reduce navmesh draw allocs again
8 Months Ago
Further optimize navmesh drawing
8 Months Ago
Optimize navmesh debug view
8 Months Ago
Complete client navmesh drawing
8 Months Ago
Make it possible for admins to see the navmesh
8 Months Ago
Add command to draw navmesh in game
8 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
8 Months Ago
Fix navmesh not generating properly with mesh colliders
8 Months Ago
Use more appropriate collision masks for navmesh geo gathering
8 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
8 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
8 Months Ago
Fix fuel tank mesh collider not being readable
8 Months Ago
Remove some more allocations and add more profiling
8 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
8 Months Ago
Separate navigation building steps so it's easier to multi-thread
8 Months Ago
Add option to build navmesh asynchronously, add more profile markers
8 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
8 Months Ago
Fix memory leak and add more profiler coverage
8 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
8 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
8 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
8 Months Ago
Add recast DLL with custom bindings
8 Months Ago
Merge from main
8 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
8 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
8 Months Ago
Allow new wolf to deal damage and drop a corpse
8 Months Ago
Undo changes to old wolf animator
8 Months Ago
Fix missing convar
8 Months Ago
Remove debug draw and replace constants with convar
8 Months Ago
First pass on wolf combat behaviour
8 Months Ago
Placeholder logic to have wolves react to another wolf being hit nearby
8 Months Ago
Add convar to toggle fsm logging
8 Months Ago
Have wolves only fall over on headshots
8 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
8 Months Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
8 Months Ago
Fix wolf not taking damage
8 Months Ago
Remove unecessary includes
8 Months Ago
Simplify hfsm by implementing it with a stack instead of recursion
8 Months Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling