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1,641 Commits over 608 Days - 0.11cph!

58 Days Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
58 Days Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
58 Days Ago
Fixing more broken files
58 Days Ago
Merge from main
58 Days Ago
Attempt to unbork the naval merge subtraction
58 Days Ago
Merge from naval_update
58 Days Ago
Fix client compile error
58 Days Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
58 Days Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
58 Days Ago
Hide scientists healthbar
58 Days Ago
Merge from fix_npc_flanking
58 Days Ago
Merge from naval_update
58 Days Ago
Hook up new flanking algorithm to fsm
59 Days Ago
Merge from naval_update
59 Days Ago
Polish flank code, remove allocs, ifdef logs, support moving navmesh, share editor and runtime code for easier testing, use parameters for magic numbers, fix wrong algorithm in ComputePathsInitialSimilarity
2 Months Ago
Fix islands having double info zone (there are two nested prefabs for island, only the nested one is generated by s2p)
2 Months Ago
S2P islands for ai zones
2 Months Ago
Setup AI sleeping on islands, not working, still figuring out why
2 Months Ago
Sleep AIs on ghostships were not players are nearby, realized island AIs never sleep, still investigating
2 Months Ago
Fix new scientists not playing static sound effect on death
2 Months Ago
Fix new Scientist using wrong headshots sounds
2 Months Ago
Prevent another "Look rotation viewing vector is zero" error
2 Months Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
2 Months Ago
Add more navmesh blocking volumes to oilrigs
2 Months Ago
Fix scientists dying spontaneously when patrolling
2 Months Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
2 Months Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
2 Months Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
2 Months Ago
Add hack to not check if underwater if parented to a ghostship
2 Months Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
2 Months Ago
- First pass on fixing ghostship npc zones - Allow rotating and moving zones - Allow destroying zones - When samping in a donut around the unit, use navmesh space instead of world space (fixes sampling wrong ghostship floors) - Fix search origin being corrupted - Fix lastChosenHidingSpot never being set
2 Months Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
2 Months Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
2 Months Ago
-Fix navmesh being full of holes and unusable on plank made structures on deepsea islands. -Fix scientists walking on top of static canons of islands -Fix scientists walking through trees on islands -Not fixed: loot crates present on island spawn are forever baked into the navmesh
2 Months Ago
Fix potential "Look rotation viewing vector is zero" error
2 Months Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
2 Months Ago
Try setting ruin door to world layer to fix navmesh bug
2 Months Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
2 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
3 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
3 Months Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
3 Months Ago
Update navigation obstacles (s2p) in launch site
3 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
3 Months Ago
Update navigation obstacles (s2p) in missile silo
3 Months Ago
Update navigation obstacles (s2p) in outpost
3 Months Ago
Update navigation obstacles (s2p) in water treatment plant
3 Months Ago
Update navigation obstacles (s2p) in trainyard
3 Months Ago
Update navigation obstacles (s2p) in excavator
3 Months Ago
Update navigation obstacles (s2p) in arctic base
3 Months Ago
Update navigation obstacles (s2p) in airfield