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1,770 Commits over 761 Days - 0.10cph!

1 Hour Ago
Faster navmesh save and load, smaller save file sizes
4 Hours Ago
Fix rustnav.setnumthreads bugs
4 Hours Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
4 Hours Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
6 Hours Ago
Build libs for all platforms
6 Hours Ago
Fix compile errors from the merge
Today
Merge navpos
Today
Fix tiger charging forever at the bottom of vine trees
Today
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
Today
Fix TryBindNavmesh not updating the cached navmesh
Today
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Today
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
Yesterday
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
Yesterday
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
Yesterday
Fix cargo scientists not moving
Yesterday
Fix old scientists trying to steer instead of turning instantly
Yesterday
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
Yesterday
Fix scientists not spawning on cargo, underwater lab and military base
Yesterday
Fix scientists not spawning in underwater labs and cargo ships
3 Days Ago
Merge from main
3 Days Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
4 Days Ago
Cleanup wolf foundation jump test
4 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
5 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
5 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
5 Days Ago
Initial work to create dedicated navmesh position
23 Days Ago
Do not calculate remaining distance twice
23 Days Ago
Optimize fsm wait for navmesh
23 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
23 Days Ago
Disambiguate rust nav mesh helpers
23 Days Ago
Merge from main
23 Days Ago
Update artifacts
23 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
23 Days Ago
Fix leftover comment and stale dll
23 Days Ago
Optimize npc movement
23 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
23 Days Ago
Fix stack overflow and alloc in navmesh load / save
23 Days Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
24 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
24 Days Ago
Merge from main
24 Days Ago
Add build artefacts for all platforms
24 Days Ago
Remove debug.break left by accident
24 Days Ago
Fix tile seams not being perfectly aligned because of quantization
27 Days Ago
Fix bad merge for vine tree fix
28 Days Ago
Merge from main
28 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
29 Days Ago
Change min region size to meters, include oom logs
29 Days Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
29 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
29 Days Ago
Fix tile bounds height being too larged when passed to create heightfield