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1,679 Commits over 700 Days - 0.10cph!

5 Months 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
5 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
5 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
5 Months 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.
5 Months Ago
Update navigation obstacles (s2p) in launch site
5 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
5 Months Ago
Update navigation obstacles (s2p) in missile silo
5 Months Ago
Update navigation obstacles (s2p) in outpost
5 Months Ago
Update navigation obstacles (s2p) in water treatment plant
5 Months Ago
Update navigation obstacles (s2p) in trainyard
5 Months Ago
Update navigation obstacles (s2p) in excavator
5 Months Ago
Update navigation obstacles (s2p) in arctic base
5 Months Ago
Update navigation obstacles (s2p) in airfield
5 Months Ago
Update navigation obstacles (s2p) in military tunnels
5 Months 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
5 Months Ago
Merge from naval_update
5 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
5 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
5 Months Ago
s2p on monuments containing nav obstacles
5 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
5 Months Ago
Remove RTVoice again
5 Months Ago
Merge from naval_update
6 Months Ago
Fix scientists not moving
6 Months Ago
Fix scientists fsms being added to client budget queue in editor
6 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
6 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
6 Months Ago
Replace navmodifiers with navvolumes
6 Months Ago
Re-enable scientists on deep sea islands
6 Months Ago
Make sleeping component server only
6 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
6 Months Ago
Readd new scientists to oilrigs
7 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
7 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
7 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
7 Months Ago
Fix new scientists having visible healthbar unlike old ones
7 Months Ago
Merge from naval_update, revert oilrig scientists
7 Months Ago
Merge from revert_oildrig_scientists
7 Months Ago
Use old scientists on both oilrigs
7 Months Ago
Merge from convar_to_disabled_npcs_on_islands
7 Months Ago
Add convar to disable NPCs on deep sea islands if needed
7 Months Ago
Remove new scientists from desert military base
7 Months Ago
Fix NRE on bradley's death
7 Months Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
7 Months Ago
Merge from naval_update
7 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
7 Months Ago
Fix "look rotation vector is zero" error spam
7 Months Ago
Fix naval scientist corpse using normal scientist skin
7 Months Ago
Merge from naval_update
7 Months Ago
Npc aim refactor progress
7 Months Ago
Merge from naval_update