userMaverickcancel

1,655 Commits over 639 Days - 0.11cph!

26 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
26 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
26 Days Ago
Use cleaner getter for agent
26 Days Ago
Fix path follower ticking twice per frame in editor
26 Days Ago
Prevent path leaking when agent is destroyed
27 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
27 Days Ago
Add todo comments
27 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
27 Days Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
27 Days Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
27 Days Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
27 Days Ago
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
32 Days Ago
Budget the main thread part of navmesh building
32 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
33 Days Ago
Fix incorrect cleanup on load fail
33 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
33 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
33 Days Ago
Fix crash
33 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
34 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
34 Days Ago
Prepare work on moving navmesh
34 Days Ago
Update rust native lib for all platforms to contains the new recast code
34 Days Ago
Merge from main
35 Days Ago
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
35 Days Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
35 Days Ago
Potential fix for red card room scientist turning invisible
35 Days Ago
Potential fix for scientists weapon leak
36 Days Ago
Fix animals and naval scientists only fleeing or being passive
36 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
36 Days Ago
Fix animals running in circles
36 Days Ago
Fix compile errors from merge
37 Days Ago
Merge from main
37 Days Ago
Fix scientist weapons floating at world origin on server
37 Days Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
39 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
40 Days Ago
Fix naval scientist laser sight not being on during the day
40 Days Ago
Fix FSMTransitionBase.get_Senses NRE
40 Days Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
40 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
41 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
42 Days Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
42 Days Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
44 Days Ago
Fix "navmesh ready" log spam
44 Days Ago
Merge from naval_cleanup_scientist_fixes
47 Days Ago
Merge from main
47 Days Ago
Fix client compile error
47 Days Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
47 Days Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
48 Days Ago
Fix some cases where scientists were still seeing you too easily through smoke
48 Days Ago
Fix naval scientist flashlight/lasersight not working