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290 Commits over 62 Days - 0.19cph!

38 Days Ago
Add other primitive items to bow editor loadout
38 Days Ago
Fix wolves being able to pick "valid" but unreachable destinations when roaming
38 Days Ago
Merge from main
38 Days Ago
Temporary fix for projectile violation when hitting a wolf's butt
38 Days Ago
Fix wolf not circling, add flee behaviour
39 Days Ago
Fix wolf overshooting destination, adapt roaming speed to how far is destination
39 Days Ago
Start work on wolf roam state
39 Days Ago
Fix wolf getting stuck in some situations
40 Days Ago
Prevent wolves being too synchronized by adding a random delay
40 Days Ago
Fix wolf sliding during some montages
40 Days Ago
Integrate spine animator and look animator
40 Days Ago
Fix wolves going very fast
40 Days Ago
Modify AI debug code to not require the removal IClientComponent or IServerComponent
40 Days Ago
Convert fsm to component
40 Days Ago
Add a custom version of the require component attribute that works with our IClient and IServerComponents
40 Days Ago
Add initshared and destroyshared to entityComponent
41 Days Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
41 Days Ago
Allow wolves to reprioritize their target when fighting a group
41 Days Ago
Fix compile errors in server/client modes
42 Days Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
42 Days Ago
Start setting up wolf senses
43 Days Ago
Merge from main
43 Days Ago
Stagger wolf when damaged a lot, instead of on every head shot
43 Days Ago
Add wolf bark before coordinated attack, add proper death state
43 Days Ago
Add wolf howl
43 Days Ago
Make fsms easier to edit by exposing them on the prefab
43 Days Ago
Reparent root motion SOs to baseScriptableObject to avoid duplicating them in bundles, remove unused animatorStateName
43 Days Ago
Allow fsm transitions to pass parameters to the destination state, use it to select different animations to play on wolf when hurt
43 Days Ago
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
44 Days Ago
Allow lightweights entity components to handle RPCs
44 Days Ago
Create lightweight components that don't have the overhead of unity components
44 Days Ago
Merge from main
48 Days Ago
Merge from main
48 Days Ago
Submit navmesh display line material
48 Days Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
48 Days Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
48 Days Ago
Reduce navmesh draw allocs again
48 Days Ago
Further optimize navmesh drawing
48 Days Ago
Optimize navmesh debug view
49 Days Ago
Complete client navmesh drawing
49 Days Ago
Make it possible for admins to see the navmesh
49 Days Ago
Add command to draw navmesh in game
49 Days Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
50 Days Ago
Fix navmesh not generating properly with mesh colliders
50 Days Ago
Use more appropriate collision masks for navmesh geo gathering
50 Days Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
50 Days Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
50 Days Ago
Fix fuel tank mesh collider not being readable
50 Days Ago
Remove some more allocations and add more profiling
50 Days Ago
Multi-thread navmesh building, making the recast side computations almost negligible