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1,828 Commits over 792 Days - 0.10cph!

8 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
8 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
8 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.
8 Months Ago
Update navigation obstacles (s2p) in launch site
8 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
8 Months Ago
Update navigation obstacles (s2p) in missile silo
8 Months Ago
Update navigation obstacles (s2p) in outpost
8 Months Ago
Update navigation obstacles (s2p) in water treatment plant
8 Months Ago
Update navigation obstacles (s2p) in trainyard
8 Months Ago
Update navigation obstacles (s2p) in excavator
8 Months Ago
Update navigation obstacles (s2p) in arctic base
8 Months Ago
Update navigation obstacles (s2p) in airfield
8 Months Ago
Update navigation obstacles (s2p) in military tunnels
8 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
8 Months Ago
Merge from naval_update
8 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
8 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
8 Months Ago
s2p on monuments containing nav obstacles
8 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
8 Months Ago
Remove RTVoice again
8 Months Ago
Merge from naval_update
9 Months Ago
Fix scientists not moving
9 Months Ago
Fix scientists fsms being added to client budget queue in editor
9 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
9 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
9 Months Ago
Replace navmodifiers with navvolumes
9 Months Ago
Re-enable scientists on deep sea islands
9 Months Ago
Make sleeping component server only
9 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
9 Months Ago
Readd new scientists to oilrigs
9 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
9 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
9 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
9 Months Ago
Fix new scientists having visible healthbar unlike old ones
9 Months Ago
Merge from naval_update, revert oilrig scientists
9 Months Ago
Merge from revert_oildrig_scientists
9 Months Ago
Use old scientists on both oilrigs
9 Months Ago
Merge from convar_to_disabled_npcs_on_islands
9 Months Ago
Add convar to disable NPCs on deep sea islands if needed
9 Months Ago
Remove new scientists from desert military base
9 Months Ago
Fix NRE on bradley's death
9 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)
9 Months Ago
Merge from naval_update
9 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
9 Months Ago
Fix "look rotation vector is zero" error spam
9 Months Ago
Fix naval scientist corpse using normal scientist skin
10 Months Ago
Merge from naval_update
10 Months Ago
Npc aim refactor progress
10 Months Ago
Merge from naval_update
10 Months Ago
Remove voice gen plugin