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1,623 Commits over 608 Days - 0.11cph!

60 Days 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
2 Months Ago
Make legacy AI information grid only show gizmo when selected, as it adds a lot of visual noise when looking at oilrigs
2 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.
2 Months Ago
Update navigation obstacles (s2p) in launch site
2 Months Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
2 Months Ago
Update navigation obstacles (s2p) in missile silo
2 Months Ago
Update navigation obstacles (s2p) in outpost
2 Months Ago
Update navigation obstacles (s2p) in water treatment plant
2 Months Ago
Update navigation obstacles (s2p) in trainyard
2 Months Ago
Update navigation obstacles (s2p) in excavator
2 Months Ago
Update navigation obstacles (s2p) in arctic base
2 Months Ago
Update navigation obstacles (s2p) in airfield
2 Months Ago
Update navigation obstacles (s2p) in military tunnels
2 Months Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
2 Months Ago
Merge from naval_update
2 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
2 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
2 Months Ago
s2p on monuments containing nav obstacles
2 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
2 Months Ago
Remove RTVoice again
2 Months Ago
Merge from naval_update
3 Months Ago
Fix scientists not moving
3 Months Ago
Fix scientists fsms being added to client budget queue in editor
3 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
3 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
3 Months Ago
Replace navmodifiers with navvolumes
3 Months Ago
Re-enable scientists on deep sea islands
3 Months Ago
Make sleeping component server only
3 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
3 Months Ago
Readd new scientists to oilrigs