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1,178 Commits over 335 Days - 0.15cph!

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