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1,690 Commits over 730 Days - 0.10cph!

Today
Fix Scientist2 not spawning on deep sea islands
Today
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
Yesterday
Fix big alloc during nav save/load
Yesterday
Merge from main
Yesterday
Reduce allocations in navmesh save/load
2 Days Ago
Only validate on load, no need to validate repeatedly
2 Days Ago
Fix bear and chicken not working on tutorial island
13 Days Ago
Add navmesh to tutorial island
14 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
14 Days Ago
Merge from main
14 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
20 Days Ago
Potential fix for nav error logged during root motion
20 Days Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
20 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
21 Days Ago
Merge from main
21 Days Ago
Fix compile error
21 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
22 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
22 Days Ago
Merge from main
22 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
22 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
22 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
23 Days Ago
Merge from main
24 Days Ago
Fix scientist chasing into water
24 Days Ago
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
24 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
24 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
24 Days Ago
Fix SenseComponent.Tick InvalidOperationException
24 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
24 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
24 Days Ago
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
24 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
24 Days Ago
Log warning instead of error when no save file for navmesh is found
24 Days Ago
Fix compile errors
24 Days Ago
31 Days Ago
Fix scientists appearing on roofs
34 Days Ago
Fix old scientists and animals ending up on roofs
41 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
43 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
43 Days Ago
Remove "rustnav warp" log
43 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
43 Days Ago
Merge from main
44 Days Ago
45 Days Ago
45 Days Ago
Cherry picking commits from ai_recast_integration
45 Days Ago
45 Days Ago
Subtract navmesh subtraction
45 Days Ago
Subtract bad merge
45 Days Ago
Merge from main
55 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled