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1,058 Commits over 274 Days - 0.16cph!

9 Months Ago
Merge from main
9 Months Ago
Submit navmesh display line material
9 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
9 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
9 Months Ago
Reduce navmesh draw allocs again
9 Months Ago
Further optimize navmesh drawing
9 Months Ago
Optimize navmesh debug view
9 Months Ago
Complete client navmesh drawing
9 Months Ago
Make it possible for admins to see the navmesh
9 Months Ago
Add command to draw navmesh in game
9 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
9 Months Ago
Fix navmesh not generating properly with mesh colliders
9 Months Ago
Use more appropriate collision masks for navmesh geo gathering
9 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
9 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
9 Months Ago
Fix fuel tank mesh collider not being readable
9 Months Ago
Remove some more allocations and add more profiling
9 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
9 Months Ago
Separate navigation building steps so it's easier to multi-thread
9 Months Ago
Add option to build navmesh asynchronously, add more profile markers
9 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
9 Months Ago
Fix memory leak and add more profiler coverage
9 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
9 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
9 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
9 Months Ago
Add recast DLL with custom bindings
9 Months Ago
Merge from main
9 Months Ago
Make wolves more agile by making their turn radius speed independent, make the approach more interesting by adding speed and angle variations
9 Months Ago
Replace coroutine by invokes, pool the lists, also allow new montages to cancel currently playing one
9 Months Ago
Allow new wolf to deal damage and drop a corpse
9 Months Ago
Undo changes to old wolf animator
9 Months Ago
Fix missing convar
9 Months Ago
Remove debug draw and replace constants with convar
9 Months Ago
First pass on wolf combat behaviour
9 Months Ago
Placeholder logic to have wolves react to another wolf being hit nearby
9 Months Ago
Add convar to toggle fsm logging
9 Months Ago
Have wolves only fall over on headshots
9 Months Ago
Prototyope smooth path following for the wolf, hook hit anim
9 Months Ago
Add proxy tag fsm transitions, fix movement from previous states perduring in new states, proxy hurt state
9 Months Ago
Fix wolf not taking damage
9 Months Ago
Remove unecessary includes
9 Months Ago
Simplify hfsm by implementing it with a stack instead of recursion
9 Months Ago
Support state names to help debugging FSM, and fix range / speed bugs in wolf encircling
9 Months Ago
Allow nests FSMs
9 Months Ago
Merge from main
9 Months Ago
Add some structure to wolf behaviour code
9 Months Ago
Add proxy circle behaviour to wolf to test anims
9 Months Ago
Merge from main
9 Months Ago
Remove hotreload plugin
9 Months Ago
Integrate all new wolf gaits with correct speeds