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1,423 Commits over 518 Days - 0.11cph!

3 Months Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
3 Months Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
3 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
3 Months Ago
Remove alloc in ExtractMesh
3 Months Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
3 Months Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
3 Months Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
3 Months Ago
Add method to calculate remaining path length
3 Months Ago
- Move recast code to the rust native project - Rust native local DLL build to test
3 Months Ago
Remove non threadsafe timeWarning from multithreaded part
3 Months Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
3 Months Ago
Merge from main
3 Months Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
3 Months Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
3 Months Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
3 Months Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
3 Months Ago
Add info to partial paths
4 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
4 Months Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
4 Months Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
4 Months Ago
- Restore multithreaded navmesh building - Increase tile poly buffer size for debug vis - Handle mesh colliders submeshes (uncommon but possible)
4 Months Ago
Replace unity profile markers with timewarnings, add stopwatch to log build times
4 Months Ago
Add debug commands to test pathing and sampling
4 Months Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
4 Months Ago
Codegen
4 Months Ago
Update pooled list renting to new API
4 Months Ago
Update protobuf deserialization of navdata
4 Months Ago
Fix compile errors
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Fix scientists shooting before fully aligned to aim
4 Months Ago
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front
4 Months Ago
Only delay heavy turning if surprised from behind, it looks odd pausing when the player is right in front
4 Months Ago
Fix formatting in RebindSkinnedMeshRenderer
4 Months Ago
Fix heavy scientist sometimes still turning too fast to face player or noise
4 Months Ago
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
4 Months Ago
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
4 Months Ago
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
4 Months Ago
Sort categories and entities alphabetically in ai demos viewer
4 Months Ago
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
4 Months Ago
Add todo to remember accounting for ducking when estimating muzzle pos server side
4 Months Ago
Add random pitch to backpack hit sound
4 Months Ago
Prevent scientists shooting when their eyes are unobstructed but their weapon muzzle is. Some work is still needed to have them reposition to avoid the obstruction or take cover.
4 Months Ago
Add placeholder high pitch metal impact sound when heavy backpack weakspot is hit
4 Months Ago
Fix heavy facing wrong direction after clearing a corner, and staying far instead of constantly advancing
4 Months Ago
Separate heavy weakspot health from their main body health, makes it more intuitive
4 Months Ago
Fix scientist bullets sometimes being invisible by removing particle scale component, todo check with Petur if that can cause issues
4 Months Ago
Fix heavy scientist ground check trace hitting their own backpack, resulting in them randomly hovering
4 Months Ago
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS - Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
4 Months Ago
Add heavy voicelines to ask his teammates to flank when players waste their time shooting his front armor, not hooked yet