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1,701 Commits over 639 Days - 0.11cph!

Today
Reapply small oilrig changes
Today
Merge from main
Today
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
Today
Fix oilrigs not having navmesh when outside of map bounds
Today
Potential fix for ResetPath error spam
Today
Update second gingerbread npc, should fix nre
Today
Update source entity of wolf corpse, should fix broken head trophy
Yesterday
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
2 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
2 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
2 Days Ago
Potential fix for scientists not spawning on cargo
2 Days Ago
Fix minor typo in WhatUsesThis
2 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
3 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
3 Days Ago
Convert all old scientists to use new navmesh agent
3 Days Ago
Check default navmesh is built and log error if not in agent queries
3 Days Ago
Revert last commit
3 Days Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
5 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
6 Days Ago
At first add no limit on max build queue
7 Days Ago
Fix potential culprit for double free of tileData
7 Days Ago
Limit max number of tiles being built in the background
7 Days Ago
Fix budget being treated as seconds despite being miliseconds
7 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
7 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)
9 Days Ago
Fix animals not steering and scientists not facing target in unity nav mode
10 Days Ago
Hook new navmesh to ghostships and tropical islands
10 Days Ago
Fix client server compile errors
11 Days Ago
Run codegen
11 Days Ago
Merge from main
12 Days Ago
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
12 Days Ago
Display independant navmeshes with recast.draw
14 Days Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
14 Days Ago
Remove "todo" comment
14 Days Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
14 Days Ago
Fix rotation treating navspace as worldspace in move()
14 Days Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
14 Days Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
14 Days Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
14 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
15 Days Ago
Avoid repeated calls to Terrain.activeTerrain
15 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
15 Days Ago
Fix scientists not shooting most of the time
15 Days Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
15 Days Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
15 Days Ago
Temp fix for scientists not facing their target
15 Days Ago
Update scientist for new navmesh
21 Days Ago
Codegen
21 Days Ago
Merge from main
21 Days Ago
Fix croc diving and charging