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1,496 Commits over 549 Days - 0.11cph!

Today
Another attempt at fixing npcs going through tropical ruins doors
Today
Fix some traces not being added in the correct category of the npc visual debugger
Today
- When sniped, make scientists hide before returning fire - Fix scientists ignoring sounds in some contexts (all scientists properly go into hiding even if the sniper shot missed them)
Today
Skip food detection on scientists
Yesterday
Improve scientists undergeared player evaluation
Yesterday
Initial bandaid fix for npc recklessly rushing players with prim weapons
Yesterday
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
Yesterday
Fixing more broken files
Yesterday
Merge from main
Yesterday
Attempt to unbork the naval merge subtraction
Yesterday
Merge from naval_update
Yesterday
Fix client compile error
Yesterday
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
Yesterday
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
Yesterday
Hide scientists healthbar
Yesterday
Merge from fix_npc_flanking
Yesterday
Merge from naval_update
Yesterday
Hook up new flanking algorithm to fsm
3 Days Ago
Merge from naval_update
3 Days Ago
Polish flank code, remove allocs, ifdef logs, support moving navmesh, share editor and runtime code for easier testing, use parameters for magic numbers, fix wrong algorithm in ComputePathsInitialSimilarity
8 Days Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
11 Days Ago
S2P islands for ai zones
11 Days Ago
Setup AI sleeping on islands, not working, still figuring out why
11 Days Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
15 Days Ago
Fix new scientists not playing static sound effect on death
15 Days Ago
Fix new Scientist using wrong headshots sounds
15 Days Ago
Prevent another "Look rotation viewing vector is zero" error
15 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
16 Days Ago
Add more navmesh blocking volumes to oilrigs
16 Days Ago
Fix scientists dying spontaneously when patrolling
16 Days Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
16 Days Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
17 Days Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
17 Days Ago
Add hack to not check if underwater if parented to a ghostship
17 Days Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
17 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
17 Days Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
17 Days Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
17 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
17 Days Ago
Fix potential "Look rotation viewing vector is zero" error
17 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
18 Days Ago
Try setting ruin door to world layer to fix navmesh bug
18 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
18 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
21 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
21 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.
21 Days Ago
Update navigation obstacles (s2p) in launch site
21 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
21 Days Ago
Update navigation obstacles (s2p) in missile silo
21 Days Ago
Update navigation obstacles (s2p) in outpost