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1,764 Commits over 669 Days - 0.11cph!

50 Days Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
50 Days Ago
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
50 Days Ago
Make all queries check if they are in an independant navmesh volume before querying the main navmesh
51 Days Ago
Fix FindNavmeshesInBounds not working after movable navmesh moves away
51 Days Ago
Handle "moving" navmeshes (reprojecting from world space to navmesh space), allow debug visualizing them with the correct current transform not just their static version
51 Days Ago
Add debug drawing for cell coordinates and build status
52 Days Ago
First pass on disconnected navmeshes (eg tropical islands)
56 Days Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
56 Days Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
56 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
56 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
56 Days Ago
Use cleaner getter for agent
56 Days Ago
Fix path follower ticking twice per frame in editor
56 Days Ago
Prevent path leaking when agent is destroyed
56 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
56 Days Ago
Add todo comments
56 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
56 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
56 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
57 Days Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
57 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
2 Months Ago
Budget the main thread part of navmesh building
2 Months Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
2 Months Ago
Fix incorrect cleanup on load fail
2 Months Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
2 Months Ago
Fix tilesLoaded never being incremented, causing loading to fail
2 Months Ago
Fix crash
2 Months Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
2 Months 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
2 Months Ago
Prepare work on moving navmesh
2 Months Ago
Update rust native lib for all platforms to contains the new recast code
2 Months Ago
Merge from main
2 Months 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)
2 Months Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
2 Months Ago
Potential fix for red card room scientist turning invisible
2 Months Ago
Potential fix for scientists weapon leak
2 Months Ago
Fix animals and naval scientists only fleeing or being passive
2 Months Ago
Fix path not logging to vddraw, fix animals always fleeing
2 Months Ago
Fix animals running in circles
2 Months Ago
Fix compile errors from merge
2 Months Ago
Merge from main
2 Months Ago
Fix scientist weapons floating at world origin on server
2 Months Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
2 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
2 Months Ago
Fix naval scientist laser sight not being on during the day
2 Months Ago
Fix FSMTransitionBase.get_Senses NRE
2 Months Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
2 Months Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
2 Months Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
2 Months Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again