1,693 Commits over 639 Days - 0.11cph!
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo
Fix minor typo in WhatUsesThis
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
Prefix nav logs correctly in RustNavmeshAgent
Convert all old scientists to use new navmesh agent
Check default navmesh is built and log error if not in agent queries
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
At first add no limit on max build queue
Fix potential culprit for double free of tileData
Limit max number of tiles being built in the background
Fix budget being treated as seconds despite being miliseconds
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
Fix animals not steering and scientists not facing target in unity nav mode
Hook new navmesh to ghostships and tropical islands
Fix client server compile errors
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other.
To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
Display independant navmeshes with recast.draw
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
Rename overrideDirection to overrideDirectionWS to make space clearer
Fix rotation treating navspace as worldspace in move()
*Fix nav sample not respecting parent navmesh transform for fallback physics query
*Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Avoid repeated calls to Terrain.activeTerrain
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Fix scientists not shooting most of the time
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
Temp fix for scientists not facing their target
Update scientist for new navmesh
Fix croc diving and charging
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Fix animals slowing down to a crawl when fleeing
Fix animals looking behind unnaturally, bring back the fix from previous implementation
* Fix wolf and tiger not jumping on foundations
* Port sample position fix for ghostships to new navmesh agent
* Re-add failed path vddraw
Fix animals looking straight ahead when sprinting (should only be for scientists)
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
Fix tiger prowling and croc intimidation