userMaverickcancel

2,131 Commits over 822 Days - 0.11cph!

12 Months Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
12 Months Ago
Fix NRE in server builds when scientists are talking to each other
12 Months Ago
Hook new scientist bullet trail, helps players get more spatial awareness with longer lasting trails
12 Months Ago
Scientist will rush players that are undergeared more often, instead of playing too defensive against bows
12 Months Ago
Disable automatic creation of plugin helper object at runtime that's not used outside of editor
1 Year Ago
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1 Year Ago
Fix oilrigs spawning old scientists after bad merge
1 Year Ago
Fix compile error
1 Year Ago
Initial setup to fix scientists trying to shoot through glass
1 Year Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for (previous commit didn't go through)
1 Year Ago
Fix scientist corpses showing "ScientistNPC2" in the loot panel, instead of the localized name for scientists
1 Year Ago
Remove log
1 Year Ago
Add more descriptive error logs to help find cause of NRE NpcBarkComponent.PlayConversation
1 Year Ago
Fix Cannon.adminfire dict same key add error, ai noises now have a unique id for comparison purposes
1 Year Ago
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1 Year Ago
Fix compile errors
1 Year Ago
Merge from main
1 Year Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
1 Year Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
1 Year Ago
Fix error when build happens before navmesh is initialized
1 Year Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
1 Year Ago
Follow Daniel's advice of merging two redundant code paths into one
1 Year Ago
Preserve meshCache old behaviour by adding submesh tris to another field
1 Year Ago
Cancel running tile building operations if the tile is re-queued
1 Year Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
1 Year Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
1 Year Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
1 Year Ago
Remove logs
1 Year Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
1 Year Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
1 Year Ago
Do not allow queueing again tiles that are actively being rebuilt, removes the need for locks on the hashset. Maybe we need to remove from the queue the tile, and add it to the end of the queue if someone asks to rebuild it again.
1 Year Ago
Replace concurrent queue and semaphore with blocking collection for job requests, and ConcurrentQueue with ConcurrentBag for job results (order does not matter)
1 Year Ago
Fix tile never being removed from dict if using sync mode
1 Year Ago
Reserve some background threads for the navmesh
1 Year Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
1 Year Ago
Time slice tile rebuilding that happens on main thread
1 Year Ago
Fix loading code not assigning navmesh wrapper to the ptr after creating it, fix null tiles not being handled properly
1 Year Ago
Move saving/loading code to c#, fix potential issue when some tiles are null
1 Year Ago
Fix NRE when shooting ballistas and canons
1 Year Ago
Fix tile being added on background thread instead of main thread after refactor, fix tile being added twice
1 Year Ago
Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps
1 Year Ago
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
1 Year Ago
First pass on dynamic nav obstacles
1 Year Ago
Prepare migration of entities currently having a navObstacleComponent
1 Year Ago
Codegen
1 Year Ago
Merge from ai_scientist_iteration
1 Year Ago
Merge from naval_update
1 Year Ago
Use unitask for async operations
1 Year Ago
Regenerate manifest
1 Year Ago
Merge from main