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1,289 Commits over 365 Days - 0.15cph!

11 Months Ago
Fix wolves being able to pick "valid" but unreachable destinations when roaming
11 Months Ago
Merge from main
11 Months Ago
Temporary fix for projectile violation when hitting a wolf's butt
11 Months Ago
Fix wolf not circling, add flee behaviour
11 Months Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
11 Months Ago
Start work on wolf roam state
11 Months Ago
Fix wolf getting stuck in some situations
11 Months Ago
Prevent wolves being too synchronized by adding a random delay
11 Months Ago
Fix wolf sliding during some montages
11 Months Ago
Integrate spine animator and look animator
11 Months Ago
Fix wolves going very fast
11 Months Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
11 Months Ago
Convert fsm to component
11 Months Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
11 Months Ago
Add initshared and destroyshared to entityComponent
11 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
11 Months Ago
Allow wolves to reprioritize their target when fighting a group
11 Months Ago
Fix compile errors in server/client modes
11 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
11 Months Ago
Start setting up wolf senses
11 Months Ago
Merge from main
11 Months Ago
Stagger wolf when damaged a lot, instead of on every head shot
11 Months Ago
Add wolf bark before coordinated attack, add proper death state
11 Months Ago
Add wolf howl
11 Months Ago
Make fsms easier to edit by exposing them on the prefab
11 Months Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
11 Months Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
11 Months Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
11 Months Ago
Allow lightweights entity components to handle RPCs
11 Months Ago
Create lightweight components that don't have the overhead of unity components
11 Months Ago
Merge from main
12 Months Ago
Merge from main
12 Months Ago
Submit navmesh display line material
12 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
12 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
12 Months Ago
Reduce navmesh draw allocs again
12 Months Ago
Further optimize navmesh drawing
12 Months Ago
Optimize navmesh debug view
12 Months Ago
Complete client navmesh drawing
12 Months Ago
Make it possible for admins to see the navmesh
12 Months Ago
Add command to draw navmesh in game
12 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
12 Months Ago
Fix navmesh not generating properly with mesh colliders
12 Months Ago
Use more appropriate collision masks for navmesh geo gathering
12 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
12 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
12 Months Ago
Fix fuel tank mesh collider not being readable
12 Months Ago
Remove some more allocations and add more profiling
12 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
12 Months Ago
Separate navigation building steps so it's easier to multi-thread