userMaverickcancel

1,766 Commits over 669 Days - 0.11cph!

57 Days Ago
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
57 Days Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
57 Days Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
57 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
58 Days Ago
Make all queries check if they are in an independant navmesh volume before querying the main navmesh
58 Days Ago
Fix FindNavmeshesInBounds not working after movable navmesh moves away
58 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
58 Days Ago
Add debug drawing for cell coordinates and build status
59 Days Ago
First pass on disconnected navmeshes (eg tropical islands)
2 Months Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
2 Months 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
2 Months Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
2 Months Ago
Fix set path earlying out incorrectly when called from SetDestination
2 Months Ago
Use cleaner getter for agent
2 Months Ago
Fix path follower ticking twice per frame in editor
2 Months Ago
Prevent path leaking when agent is destroyed
2 Months Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
2 Months Ago
Add todo comments
2 Months Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
2 Months 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
2 Months Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
2 Months Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
2 Months 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
3 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
3 Months Ago
Fix naval scientist laser sight not being on during the day
3 Months Ago
Fix FSMTransitionBase.get_Senses NRE
3 Months Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
3 Months Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor