userMaverickcancel

1,723 Commits over 730 Days - 0.10cph!

6 Months Ago
Update navigation obstacles (s2p) in missile silo
6 Months Ago
Update navigation obstacles (s2p) in outpost
6 Months Ago
Update navigation obstacles (s2p) in water treatment plant
6 Months Ago
Update navigation obstacles (s2p) in trainyard
6 Months Ago
Update navigation obstacles (s2p) in excavator
6 Months Ago
Update navigation obstacles (s2p) in arctic base
6 Months Ago
Update navigation obstacles (s2p) in airfield
6 Months Ago
Update navigation obstacles (s2p) in military tunnels
6 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
6 Months Ago
Merge from naval_update
7 Months Ago
Store navmesh modifier volumes in a sparse grid for faster retrieval
7 Months Ago
Fix navMeshModifierVolume being accessed after being destroyed
7 Months Ago
s2p on monuments containing nav obstacles
7 Months Ago
Replaces nav obstacle component on crates, electrical boxes, containers...
7 Months Ago
Remove RTVoice again
7 Months Ago
Merge from naval_update
8 Months Ago
Fix scientists not moving
8 Months Ago
Fix scientists fsms being added to client budget queue in editor
8 Months Ago
Merge from naval_update, re-add new scientists to oilrigs and islands, put scientists to sleep when players are far away
8 Months Ago
Fix compile error when compiling with neither SERVER or CLIENT in mounted weapon
8 Months Ago
Replace navmodifiers with navvolumes
8 Months Ago
Re-enable scientists on deep sea islands
8 Months Ago
Make sleeping component server only
8 Months Ago
Hook new scientists to AIzones so that they go to sleep when no player is around
8 Months Ago
Readd new scientists to oilrigs
8 Months Ago
Fix bags dropped when new scientist corpse despawns having blank name instead of "scientist"
8 Months Ago
Replace getComponent by TryGetComponent to avoid alloc in editor and be a bit faster
8 Months Ago
Fix killing new scientists not updating num scientists killed statistic, and same for new animals
8 Months Ago
Fix new scientists having visible healthbar unlike old ones
8 Months Ago
Merge from naval_update, revert oilrig scientists
8 Months Ago
Merge from revert_oildrig_scientists
8 Months Ago
Use old scientists on both oilrigs
8 Months Ago
Merge from convar_to_disabled_npcs_on_islands
8 Months Ago
Add convar to disable NPCs on deep sea islands if needed
8 Months Ago
Remove new scientists from desert military base
8 Months Ago
Fix NRE on bradley's death
8 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)
8 Months Ago
Merge from naval_update
8 Months Ago
Temporary safe fix for npc eye direction desync, in case pushing the refactor ends up being too risky
8 Months Ago
Fix "look rotation vector is zero" error spam
8 Months Ago
Fix naval scientist corpse using normal scientist skin
8 Months Ago
Merge from naval_update
8 Months Ago
Npc aim refactor progress
8 Months Ago
Merge from naval_update
8 Months Ago
Remove voice gen plugin
8 Months Ago
Merge from naval_scientist_variation, new hazmat for scientists that have the new AI
8 Months Ago
Assign new hazmat to new scientist
8 Months Ago
Merge from naval_update
8 Months Ago
npc aim refactor first pass
9 Months Ago
When npc aim at the head because the body is occluded, do not check again if the head is visible, shoot anyway