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1,780 Commits over 700 Days - 0.11cph!

Today
Fix scientists appearing on roofs
4 Days Ago
Fix old scientists and animals ending up on roofs
11 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
13 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
13 Days Ago
Remove "rustnav warp" log
13 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
13 Days Ago
Merge from main
14 Days Ago
15 Days Ago
15 Days Ago
Cherry picking commits from ai_recast_integration
15 Days Ago
15 Days Ago
Subtract navmesh subtraction
15 Days Ago
Subtract bad merge
15 Days Ago
Merge from main
25 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
25 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)
27 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
27 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
27 Days Ago
Merge from subtract_new_navmesh
27 Days Ago
Merge from main
27 Days Ago
Merge from main
28 Days Ago
Subtract new navmesh
28 Days Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
28 Days Ago
Make entityComponent.baseEntity work in OnEnable
28 Days Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
28 Days Ago
Readd navmesh agent to realmed remove
28 Days Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
28 Days Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
28 Days Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
28 Days Ago
Fix new scientists hovering slightly above ghostship floor
29 Days Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
29 Days Ago
Fix NRE in NPCNetworking (subscribers count)
31 Days Ago
Fix typo that would cause scientists to not rotate properly towards their target
31 Days Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
31 Days Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
31 Days Ago
Budget NPCNetworking with fsm, senses etc
31 Days Ago
Only send entity update when new state is different from old state in NPCNetworking
31 Days Ago
Cache agent from TryGetAgent
31 Days Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
31 Days Ago
Add C# bindings for recast corridor
32 Days Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
32 Days Ago
Merge from main
32 Days Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
32 Days Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
32 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
32 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
32 Days Ago
Potential fix for zombie NRE on _agent == null in tests
32 Days Ago
Potential fix for zombie NRE on _agent == null in tests
32 Days Ago
Fix zombies breaking automated tests
32 Days Ago
Fix zombies breaking automated tests