userJarryd Campicancel
branchrust_reboot/main/rustnav_draw_fixcancel

4 Commits over 0 Days - Infinitycph!

19 Days Ago
Fixed location of ids
19 Days Ago
Fix missing tile ids and dynamic navmesh support
21 Days Ago
Rework nav display entirely Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar) Entirely eliminates server cost if the player is not moving (as no new tiles will be sent) Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
21 Days Ago
Only send a quarter of the nav mesh each call when rustnav.draw is enabled Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms