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1,709 Commits over 730 Days - 0.10cph!

Today
Fix old AIs not fleeing when player is unreachable
Today
Fix old AIs not fleeing when the player is unreachable
Today
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
Today
Fix old AIs being slower when new navmesh is enabled
Yesterday
Fix compile error
Yesterday
Fix scientists not spawning in some areas
2 Days Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
2 Days Ago
Prevent ghostships from checking mainland navmesh
5 Days Ago
Fix scientists not spawning in deep sea
5 Days Ago
Merge from main
10 Days Ago
Fix double navmesh on tropical island 1
10 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
10 Days Ago
Merge from main
17 Days Ago
Fix code files affected by the asset subtract
17 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
17 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
17 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
17 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
17 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
19 Days Ago
Fix Scientist2 not spawning on deep sea islands
19 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
20 Days Ago
Fix big alloc during nav save/load
20 Days Ago
Merge from main
20 Days Ago
Reduce allocations in navmesh save/load
20 Days Ago
Only validate on load, no need to validate repeatedly
20 Days Ago
Fix bear and chicken not working on tutorial island
31 Days Ago
Add navmesh to tutorial island
32 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
32 Days Ago
Merge from main
32 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
38 Days Ago
Potential fix for nav error logged during root motion
38 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
38 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
39 Days Ago
Merge from main
39 Days Ago
Fix compile error
39 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
40 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
40 Days Ago
Merge from main
40 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
40 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
40 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
41 Days Ago
Merge from main
42 Days Ago
Fix scientist chasing into water
42 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
42 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
42 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
42 Days Ago
Fix SenseComponent.Tick InvalidOperationException
42 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
42 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
42 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