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1,506 Commits over 549 Days - 0.11cph!

20 Days Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
21 Days Ago
Try setting ruin door to world layer to fix navmesh bug
21 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
21 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
24 Days Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
24 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.
24 Days Ago
Update navigation obstacles (s2p) in launch site
24 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
24 Days Ago
Update navigation obstacles (s2p) in missile silo
24 Days Ago
Update navigation obstacles (s2p) in outpost
24 Days Ago
Update navigation obstacles (s2p) in water treatment plant
24 Days Ago
Update navigation obstacles (s2p) in trainyard
24 Days Ago
Update navigation obstacles (s2p) in excavator
24 Days Ago
Update navigation obstacles (s2p) in arctic base
24 Days Ago
Update navigation obstacles (s2p) in airfield
24 Days Ago
Update navigation obstacles (s2p) in military tunnels
24 Days 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
25 Days Ago
Merge from naval_update
25 Days Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
27 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
27 Days Ago
s2p on monuments containing nav obstacles
27 Days Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
28 Days Ago
Remove RTVoice again
28 Days Ago
Merge from naval_update
56 Days Ago
Fix scientists not moving
56 Days Ago
Fix scientists fsms being added to client budget queue in editor
56 Days Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
56 Days Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
56 Days Ago
Replace navmodifiers with navvolumes
56 Days Ago
Re-enable scientists on deep sea islands
56 Days Ago
Make sleeping component server only
56 Days Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
56 Days Ago
Readd new scientists to oilrigs
2 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
2 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
2 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
2 Months Ago
Fix new scientists having visible healthbar unlike old ones
2 Months Ago
Merge from naval_update, revert oilrig scientists
2 Months Ago
Merge from revert_oildrig_scientists
2 Months Ago
Use old scientists on both oilrigs
2 Months Ago
Merge from convar_to_disabled_npcs_on_islands
2 Months Ago
Add convar to disable NPCs on deep sea islands if needed
2 Months Ago
Remove new scientists from desert military base
2 Months Ago
Fix NRE on bradley's death
2 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)
2 Months Ago
Merge from naval_update
2 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
2 Months Ago
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2 Months Ago
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2 Months Ago
Fix "look rotation vector is zero" error spam