userMaverickcancel

1,798 Commits over 700 Days - 0.11cph!

3 Months Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
3 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
3 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
3 Months Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
3 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
3 Months Ago
Budget the main thread part of navmesh building
3 Months Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
3 Months Ago
Fix incorrect cleanup on load fail
3 Months Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
3 Months Ago
Fix tilesLoaded never being incremented, causing loading to fail
3 Months Ago
Fix crash
3 Months Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
3 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
3 Months Ago
Prepare work on moving navmesh
3 Months Ago
Update rust native lib for all platforms to contains the new recast code
3 Months Ago
Merge from main
3 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)
3 Months Ago
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
3 Months Ago
Potential fix for red card room scientist turning invisible
3 Months Ago
Potential fix for scientists weapon leak
3 Months Ago
Fix animals and naval scientists only fleeing or being passive
3 Months Ago
Fix path not logging to vddraw, fix animals always fleeing
3 Months Ago
Fix animals running in circles
3 Months Ago
Fix compile errors from merge
3 Months Ago
Merge from main
3 Months Ago
Fix scientist weapons floating at world origin on server
3 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
3 Months Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
4 Months Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again
4 Months Ago
Fix scientists bypassing a big part of player armor, eg hazmat only blocking 5% of scientist damage, and fullmetal only blocking 25%. Most clothing will now block damage as you'd expect (eg hazmat blocks 30% and fullmetal around 50%).
4 Months Ago
Fix "navmesh ready" log spam
4 Months Ago
Merge from naval_cleanup_scientist_fixes
4 Months Ago
Merge from main
4 Months Ago
Fix client compile error
4 Months Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
4 Months Ago
Go through the SetHeld flow for weapon scientists to allow the lights to be turned on by SetLightsOn
4 Months Ago
Fix some cases where scientists were still seeing you too easily through smoke
4 Months Ago
Fix naval scientist flashlight/lasersight not working
4 Months Ago
Remove option to have transitions and state not receive a payload, it's less bug prone
4 Months Ago
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
4 Months Ago
Manually merge recast logic with new code
4 Months Ago
Update rust native dll
4 Months Ago
Fix bad merge
4 Months Ago
Only use the fallback if the sample radius was large
4 Months Ago
Remove unecessary trace in SamplePosition fallback