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1,571 Commits over 580 Days - 0.11cph!

45 Days Ago
Fix new Scientist using wrong headshots sounds
45 Days Ago
Prevent another "Look rotation viewing vector is zero" error
45 Days Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
46 Days Ago
Add more navmesh blocking volumes to oilrigs
46 Days Ago
Fix scientists dying spontaneously when patrolling
46 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
46 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
47 Days Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
47 Days Ago
Add hack to not check if underwater if parented to a ghostship
47 Days Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
47 Days Ago
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
47 Days Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
47 Days Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
47 Days Ago
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
47 Days Ago
Fix potential "Look rotation viewing vector is zero" error
47 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
48 Days Ago
Try setting ruin door to world layer to fix navmesh bug
48 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
48 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
51 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
51 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.
51 Days Ago
Update navigation obstacles (s2p) in launch site
51 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
51 Days Ago
Update navigation obstacles (s2p) in missile silo
51 Days Ago
Update navigation obstacles (s2p) in outpost
51 Days Ago
Update navigation obstacles (s2p) in water treatment plant
51 Days Ago
Update navigation obstacles (s2p) in trainyard
51 Days Ago
Update navigation obstacles (s2p) in excavator
51 Days Ago
Update navigation obstacles (s2p) in arctic base
51 Days Ago
Update navigation obstacles (s2p) in airfield
51 Days Ago
Update navigation obstacles (s2p) in military tunnels
51 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
52 Days Ago
Merge from naval_update
52 Days Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
54 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
54 Days Ago
s2p on monuments containing nav obstacles
54 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
55 Days Ago
Remove RTVoice again
55 Days Ago
Merge from naval_update
3 Months Ago
Fix scientists not moving
3 Months Ago
Fix scientists fsms being added to client budget queue in editor
3 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
3 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
3 Months Ago
Replace navmodifiers with navvolumes
3 Months Ago
Re-enable scientists on deep sea islands
3 Months Ago
Make sleeping component server only
3 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
3 Months Ago
Readd new scientists to oilrigs
3 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
3 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster