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1,726 Commits over 639 Days - 0.11cph!

Today
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
Today
Unify naming conventions, everything is now called RustNav
Today
Update error messages to mention the command line argument rather than the convar
Today
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Today
Do not build the unity navmesh when in recast mode
Today
Assert inside all recast methods that the useUnityNavmesh is false
Today
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Today
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Today
Fix cases where rotation could still be using recast in unity mode
Today
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
Today
Fix old animals dying when spawned on a navmesh tile that has yet to be built
Today
Fix TryGetAgent not returning false when agent fails to be added
Yesterday
Fix merge conflicts on meshCache submeshes
Yesterday
Merge from main
Yesterday
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
Yesterday
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
Yesterday
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
3 Days Ago
First pass on vehicles affecting navmesh
3 Days Ago
Reapply changes to oilrigs, codegen
3 Days Ago
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
3 Days Ago
Fix powerline poles being ignored by navmesh (handle capsule colliders)
3 Days Ago
Merge from main
5 Days Ago
Potential fix for "can't call stop on disabled agent" log spam
7 Days Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
7 Days Ago
Potential fix for ghostship scientists endless recursion
7 Days Ago
Reapply small oilrig changes
7 Days Ago
Merge from main
7 Days Ago
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
7 Days Ago
Fix oilrigs not having navmesh when outside of map bounds
7 Days Ago
Potential fix for ResetPath error spam
7 Days Ago
Update second gingerbread npc, should fix nre
7 Days Ago
Update source entity of wolf corpse, should fix broken head trophy
9 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
9 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
9 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
9 Days Ago
Potential fix for scientists not spawning on cargo
9 Days Ago
Fix minor typo in WhatUsesThis
9 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
10 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
10 Days Ago
Convert all old scientists to use new navmesh agent
10 Days Ago
Check default navmesh is built and log error if not in agent queries
10 Days Ago
Revert last commit
10 Days Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
12 Days Ago
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
13 Days Ago
At first add no limit on max build queue
13 Days Ago
Fix potential culprit for double free of tileData
14 Days Ago
Limit max number of tiles being built in the background
14 Days Ago
Fix budget being treated as seconds despite being miliseconds
14 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
14 Days Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)