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1,110 Commits over 335 Days - 0.14cph!

10 Months Ago
Create lightweight components that don't have the overhead of unity components
10 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Submit navmesh display line material
10 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
10 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
10 Months Ago
Reduce navmesh draw allocs again
10 Months Ago
Further optimize navmesh drawing
10 Months Ago
Optimize navmesh debug view
10 Months Ago
Complete client navmesh drawing
10 Months Ago
Make it possible for admins to see the navmesh
10 Months Ago
Add command to draw navmesh in game
10 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
10 Months Ago
Fix navmesh not generating properly with mesh colliders
10 Months Ago
Use more appropriate collision masks for navmesh geo gathering
10 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
10 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
10 Months Ago
Fix fuel tank mesh collider not being readable
10 Months Ago
Remove some more allocations and add more profiling
10 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
10 Months Ago
Separate navigation building steps so it's easier to multi-thread
10 Months Ago
Add option to build navmesh asynchronously, add more profile markers
10 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
10 Months Ago
Fix memory leak and add more profiler coverage
10 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
10 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
10 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
10 Months Ago
Add recast DLL with custom bindings
10 Months Ago
Merge from main
10 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
10 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
10 Months Ago
Allow new wolf to deal damage and drop a corpse
11 Months Ago
Undo changes to old wolf animator
11 Months Ago
Fix missing convar
11 Months Ago
Remove debug draw and replace constants with convar
11 Months Ago
First pass on wolf combat behaviour
11 Months Ago
Placeholder logic to have wolves react to another wolf being hit nearby
11 Months Ago
Add convar to toggle fsm logging
11 Months Ago
Have wolves only fall over on headshots
11 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
11 Months Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
11 Months Ago
Fix wolf not taking damage
11 Months Ago
Remove unecessary includes
11 Months Ago
Simplify hfsm by implementing it with a stack instead of recursion
11 Months Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
11 Months Ago
Allow nests FSMs
11 Months Ago
Merge from main
11 Months Ago
Add some structure to wolf behaviour code
11 Months Ago
Add proxy circle behaviour to wolf to test anims
11 Months Ago
Merge from main