userMaverickcancel

528 Commits over 123 Days - 0.18cph!

3 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
3 Months Ago
Convert fsm to component
3 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
3 Months Ago
Add initshared and destroyshared to entityComponent
4 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
4 Months Ago
Allow wolves to reprioritize their target when fighting a group
4 Months Ago
Fix compile errors in server/client modes
4 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
4 Months Ago
Start setting up wolf senses
4 Months Ago
Merge from main
4 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
4 Months Ago
Add wolf bark before coordinated attack, add proper death state
4 Months Ago
Add wolf howl
4 Months Ago
Make fsms easier to edit by exposing them on the prefab
4 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
4 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
4 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
4 Months Ago
Allow lightweights entity components to handle RPCs
4 Months Ago
Create lightweight components that don't have the overhead of unity components
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Submit navmesh display line material
4 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
4 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
4 Months Ago
Reduce navmesh draw allocs again
4 Months Ago
Further optimize navmesh drawing
4 Months Ago
Optimize navmesh debug view
4 Months Ago
Complete client navmesh drawing
4 Months Ago
Make it possible for admins to see the navmesh
4 Months Ago
Add command to draw navmesh in game
4 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
4 Months Ago
Fix navmesh not generating properly with mesh colliders
4 Months Ago
Use more appropriate collision masks for navmesh geo gathering
4 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
4 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
4 Months Ago
Fix fuel tank mesh collider not being readable
4 Months Ago
Remove some more allocations and add more profiling
4 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
4 Months Ago
Separate navigation building steps so it's easier to multi-thread
4 Months Ago
Add option to build navmesh asynchronously, add more profile markers
4 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
4 Months Ago
Fix memory leak and add more profiler coverage
4 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
4 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
4 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
4 Months Ago
Add recast DLL with custom bindings
4 Months Ago
Merge from main
4 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
4 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
4 Months Ago
Allow new wolf to deal damage and drop a corpse