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1,683 Commits over 700 Days - 0.10cph!

3 Hours Ago
Add navmesh to tutorial island
Yesterday
Merge from new_navmesh_fixes, adds low level logs to help debug crash
Yesterday
Merge from main
Yesterday
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
7 Days Ago
Potential fix for nav error logged during root motion
7 Days Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
7 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
8 Days Ago
Merge from main
8 Days Ago
Fix compile error
8 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
9 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
9 Days Ago
Merge from main
9 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
9 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
9 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
10 Days Ago
Merge from main
11 Days Ago
Fix scientist chasing into water
11 Days Ago
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
11 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
11 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
11 Days Ago
Fix SenseComponent.Tick InvalidOperationException
11 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
11 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
11 Days Ago
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
11 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
11 Days Ago
Log warning instead of error when no save file for navmesh is found
11 Days Ago
Fix compile errors
11 Days Ago
18 Days Ago
Fix scientists appearing on roofs
21 Days Ago
Fix old scientists and animals ending up on roofs
28 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
30 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
30 Days Ago
Remove "rustnav warp" log
30 Days Ago
Fix merge conflict with Jarryd's fix on AI not being able to be spawned inside of WakeAI zones if in an editor scene
30 Days Ago
Merge from main
31 Days Ago
32 Days Ago
32 Days Ago
Cherry picking commits from ai_recast_integration
32 Days Ago
32 Days Ago
Subtract navmesh subtraction
32 Days Ago
Subtract bad merge
32 Days Ago
Merge from main
42 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
42 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
44 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
44 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
44 Days Ago
Merge from subtract_new_navmesh
44 Days Ago
Merge from main
44 Days Ago
Merge from main
45 Days Ago
Subtract new navmesh