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2,008 Commits over 792 Days - 0.11cph!

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