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1,744 Commits over 730 Days - 0.10cph!

Yesterday
Do not calculate remaining distance twice
Yesterday
Optimize fsm wait for navmesh
Yesterday
Improve npcs path following performance, fix npcs sometimes not moving
Yesterday
Disambiguate rust nav mesh helpers
Yesterday
Merge from main
Yesterday
Update artifacts
Yesterday
Fix sample radius being insufficient to check if player is on navmesh
Yesterday
Fix leftover comment and stale dll
Yesterday
Optimize npc movement
2 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
2 Days Ago
Fix stack overflow and alloc in navmesh load / save
2 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
2 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
2 Days Ago
Merge from main
2 Days Ago
Add build artefacts for all platforms
2 Days Ago
Remove debug.break left by accident
2 Days Ago
Fix tile seams not being perfectly aligned because of quantization
6 Days Ago
Fix bad merge for vine tree fix
6 Days Ago
Merge from main
7 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
7 Days Ago
Change min region size to meters, include oom logs
7 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
7 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
7 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
7 Days Ago
Fix potential exception
7 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
7 Days Ago
Cleanup unused variables and redundant comments
8 Days Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
8 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
8 Days Ago
Merge from main
8 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
8 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
8 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
8 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
8 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
9 Days Ago
Fix old AIs not fleeing when player is unreachable
9 Days Ago
Fix old AIs not fleeing when the player is unreachable
9 Days Ago
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
9 Days Ago
Fix old AIs being slower when new navmesh is enabled
10 Days Ago
Fix compile error
10 Days Ago
Fix scientists not spawning in some areas
11 Days Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
11 Days Ago
Prevent ghostships from checking mainland navmesh
14 Days Ago
Fix scientists not spawning in deep sea
14 Days Ago
Merge from main
19 Days Ago
Fix double navmesh on tropical island 1
19 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
19 Days Ago
Merge from main
26 Days Ago
Fix code files affected by the asset subtract
26 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation