userMaverickcancel

1,793 Commits over 700 Days - 0.11cph!

5 Months Ago
Update navigation obstacles (s2p) in arctic base
5 Months Ago
Update navigation obstacles (s2p) in airfield
5 Months Ago
Update navigation obstacles (s2p) in military tunnels
5 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
5 Months Ago
Merge from naval_update
5 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
5 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
5 Months Ago
s2p on monuments containing nav obstacles
5 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
5 Months Ago
Remove RTVoice again
5 Months Ago
Merge from naval_update
6 Months Ago
Fix scientists not moving
6 Months Ago
Fix scientists fsms being added to client budget queue in editor
6 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
6 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
6 Months Ago
Replace navmodifiers with navvolumes
6 Months Ago
Re-enable scientists on deep sea islands
6 Months Ago
Make sleeping component server only
6 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
6 Months Ago
Readd new scientists to oilrigs
6 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
6 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
6 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
6 Months Ago
Fix new scientists having visible healthbar unlike old ones
6 Months Ago
Merge from naval_update, revert oilrig scientists
6 Months Ago
Merge from revert_oildrig_scientists
6 Months Ago
Use old scientists on both oilrigs
6 Months Ago
Merge from convar_to_disabled_npcs_on_islands
6 Months Ago
Add convar to disable NPCs on deep sea islands if needed
6 Months Ago
Remove new scientists from desert military base
7 Months Ago
Fix NRE on bradley's death
7 Months Ago
Merge from fix_npc_eye_rot_desync (fix naval scientists spotting you when their back is turned, or not spotting you when you are in front of them)
7 Months Ago
Merge from naval_update
7 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
7 Months Ago
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7 Months Ago
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7 Months Ago
Fix "look rotation vector is zero" error spam
7 Months Ago
Fix naval scientist corpse using normal scientist skin
7 Months Ago
Merge from naval_update
7 Months Ago
Npc aim refactor progress
7 Months Ago
Merge from naval_update
7 Months Ago
Remove voice gen plugin
7 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
7 Months Ago
Assign new hazmat to new scientist
7 Months Ago
Merge from naval_update
7 Months Ago
npc aim refactor first pass
7 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway
7 Months Ago
Fix scientists trying to shoot through glass on ghostship, the glass windows were setup incorrectly (using the transparent layer instead of world)
7 Months Ago
Centralize logic that checks if a npc bullet will be blocked if they fire
7 Months Ago
Another attempt at fixing new scientists unable to shoot the player's head when it's the only thing poking out