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1,382 Commits over 457 Days - 0.13cph!

31 Days Ago
Merge from main
37 Days Ago
Fix compile errors
38 Days Ago
Merge from main
38 Days Ago
Fix compile errors
38 Days Ago
Merge from main
42 Days Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
42 Days Ago
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
42 Days Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
43 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
43 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
43 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
45 Days Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
45 Days Ago
Remove alloc in ExtractMesh
45 Days Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
45 Days Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
46 Days Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
46 Days Ago
Add method to calculate remaining path length
50 Days Ago
- Move recast code to the rust native project - Rust native local DLL build to test
50 Days Ago
Remove non threadsafe timeWarning from multithreaded part
50 Days Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
50 Days Ago
Merge from main
51 Days Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
51 Days Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
51 Days Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
52 Days Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
52 Days Ago
Add info to partial paths
56 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
56 Days Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
57 Days Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
58 Days Ago
- Restore multithreaded navmesh building - Increase tile poly buffer size for debug vis - Handle mesh colliders submeshes (uncommon but possible)
58 Days Ago
Replace unity profile markers with timewarnings, add stopwatch to log build times
58 Days Ago
Add debug commands to test pathing and sampling
59 Days Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
2 Months Ago
Codegen
2 Months Ago
Update pooled list renting to new API
2 Months Ago
Update protobuf deserialization of navdata
2 Months Ago
Fix compile errors
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Fix scientists shooting before fully aligned to aim
2 Months Ago
Add custom voicelines to heavy when surprised, and when player shoots their armor a lot, to hint at weakspot in the back and armored front
2 Months Ago
Only delay heavy turning if surprised from behind, it looks odd pausing when the player is right in front
2 Months Ago
Fix formatting in RebindSkinnedMeshRenderer
2 Months Ago
Fix heavy scientist sometimes still turning too fast to face player or noise
2 Months Ago
Reduce heavy's magazine size and increase his reload time to create clearer opportunities for players
2 Months Ago
Make heavy scientist turn slower when surprised, to give a longer window of time to shoot his backpack and make it explode. Without this flanking is quite unrewarding.
2 Months Ago
- Fix npc looking straight at player instead of using overrideDirection when it's supplied (only an issue on client), required refactor of NPCs networking - Fix compile errors
3 Months Ago
Sort categories and entities alphabetically in ai demos viewer
3 Months Ago
Fix heavy not repositionning when the minigun muzzle is blocked but his eyes are not
3 Months Ago
Add todo to remember accounting for ducking when estimating muzzle pos server side