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2,207 Commits over 853 Days - 0.11cph!

2 Months Ago
Generate and connect animation montages, add hurt and death behaviours + anims
2 Months Ago
Delete duplicates and replace the original animals
2 Months Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
2 Months Ago
Merge from main
2 Months Ago
Fix animals clipping with the player
2 Months Ago
Fix manifest
2 Months Ago
Second part missing from the initial commit
2 Months Ago
2 Months Ago
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
2 Months Ago
Merge from main
2 Months Ago
Improve navmesh doors perf, doors now remember which polys are theirs instead of searching the navmesh on every open/close
2 Months Ago
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
2 Months Ago
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
2 Months Ago
Rewrite some navmesh door bug repro test that passed even without its fix
2 Months Ago
Improve navmesh doors perf
2 Months Ago
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
2 Months Ago
Fix navmesh generated on divesites, not generated in some doorways, some monument rooms not having navmesh, and scientist corpse colliders on wrong layer
2 Months Ago
Merge from main
2 Months Ago
Fix navmesh building on dive sites
2 Months Ago
Merge from main
2 Months Ago
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
2 Months Ago
Fix scientist2 corpse not being on the ragdoll layer and thus blocking movement and projectiles
2 Months Ago
Fix low res navmesh on ghost ships
2 Months Ago
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2 Months Ago
Fix old ais fleeing when player jumps
2 Months Ago
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2 Months Ago
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
2 Months Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
2 Months Ago
Merge from main
2 Months Ago
Update libraries
2 Months Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
2 Months Ago
Fix prevent building volumes being baked into the navmesh instead of ignored
2 Months Ago
Add convar to toggle navmesh optis on and off
2 Months Ago
Replace libraries
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Gate per tile interlocked add needed for logging when logging is off
2 Months Ago
Fix ghostship A having no navmesh
2 Months Ago
Remove unused param in bake stats
2 Months Ago
Remove some spammy and uninformative logs
2 Months Ago
Adds lots of instrumentation, and increase navmesh build speed by around 30%, implemented common optimizations I've seen before or discussed with Lorenz: - when rasterizing triangles, reuse values between neighbors instead of re-clipping the triangle against every column (7%) - heightfield is supposed to have faster insertion than compact heightfield thanks to linked list, but because it wastes so much time pointer chasing during iteration it's actually slower, also instertion is not that bad when the column fits in cache (4%) - fuse some span filtering operation to iterate once instead of 3 times on the spans (only 1% for rust maps sadly...) + the pooling from sbox doesn't really benefit us As well as some new findings found from profiling: - during heigthfield stage when comparing span A to span B for walkability tests, don't do everything from scratch when comparing B to A (9% whole map, but monuments and bases specifically x4 speed with this) - watershed iterates through the whole list of regions multiple times, faster with lookup (7%) Can get another 10% if we halve the detail mesh precision, automatically sampled lots of tiles for vertical differences to test and the difference is negligible The real bigger order of magnitude gain is to not limit the number of threads and not time slice geometry collection, it stalls the server but goes 6x faster, could do it at server boot and just throttle the subsequent dynamic navmesh updates (player building bases, nodes etc).
2 Months Ago
Fix heavy scientists not moving after being dropped by the heli on some seeds (small oilrig only?), the AI zone was too small to encompass the drop points so they couldn't find them
2 Months Ago
Another attempt at fixing old AIs not catching up to player
2 Months Ago
Potential fix for oil rig scientists hitbox issues, seemed to happen mostly on stairs with arrows because of too strict anti hack padding
2 Months Ago
- Fix crocodile dying by themselves on some seeds, was caused by them by spawn more than 20m from rivers - Crocs spawning will now be constrained to river, but if they can't find one they won't break - Better logging when animals despawn because they can't find a valid move destination
2 Months Ago
9x improvement on the triangle culling for heightfield bounds by making it native
2 Months Ago
Fix SpanHeightError