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1,641 Commits over 608 Days - 0.11cph!

2 Months Ago
Initial bandaid fix for npc recklessly rushing players with prim weapons
2 Months Ago
Disable nav agent when scientists are sleeping, add editor only ai.showSleep command
2 Months Ago
Fixing more broken files
2 Months Ago
Merge from main
2 Months Ago
Attempt to unbork the naval merge subtraction
2 Months Ago
Merge from naval_update
2 Months Ago
Fix client compile error
2 Months Ago
Improve the way scientists search after losing sight of their target, todo fix scientists peeking too often instead of staying put
2 Months Ago
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
2 Months Ago
Hide scientists healthbar
2 Months Ago
Merge from fix_npc_flanking
2 Months Ago
Merge from naval_update
2 Months Ago
Hook up new flanking algorithm to fsm
2 Months Ago
Merge from naval_update
2 Months 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
3 Months Ago
Add more navmesh blocking volumes to oilrigs
3 Months Ago
Fix scientists dying spontaneously when patrolling
3 Months Ago
Refactor some methods to remove the need for resetPathOnFailure and prevent potential inconsistent behaviour in debug mode
3 Months Ago
Do not allow partial paths on scientist patrols, as it causes some wild teleportation behaviour, investigation in progress
3 Months Ago
Fix npcZone OOB translation being wrong when parented to a ghostship
3 Months Ago
Add hack to not check if underwater if parented to a ghostship
3 Months Ago
Adjust npc zones on ghostships to prevent samples lying exactly on zone boundary
3 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
3 Months Ago
Merge from naval_scientist_fixes, fix wrong space coordinate for scientists zone and water checks (navmesh space instead of world space)
3 Months Ago
Add npc zones to ghost ships, fixes scientists not rushing or flanking well
3 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
3 Months Ago
Fix potential "Look rotation viewing vector is zero" error
3 Months Ago
Fix scientists spawn markers sometimes being placed too far from dwellings on islands, sometimes causing them to spawn in rocks
3 Months Ago
Try setting ruin door to world layer to fix navmesh bug
3 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
3 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