branchrust_reboot/main/rustnav_draw_fixcancel
4 Commits over 0 Days - Infinitycph!
Fix missing tile ids and dynamic navmesh support
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
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