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1,777 Commits over 669 Days - 0.11cph!

Today
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
Today
Remove "rustnav warp" log
Today
Fix merge conflict with Jarryd's fix on AI not being able to be spawned inside of WakeAI zones if in an editor scene
Today
Merge from main
Yesterday
2 Days Ago
2 Days Ago
Cherry picking commits from ai_recast_integration
3 Days Ago
3 Days Ago
Subtract navmesh subtraction
3 Days Ago
Subtract bad merge
3 Days Ago
Merge from main
12 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
12 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
14 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
15 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
15 Days Ago
Merge from subtract_new_navmesh
15 Days Ago
Merge from main
15 Days Ago
Merge from main
15 Days Ago
Subtract new navmesh
15 Days Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
15 Days Ago
Make entityComponent.baseEntity work in OnEnable
15 Days Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
15 Days Ago
Readd navmesh agent to realmed remove
16 Days Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
16 Days Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
16 Days Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
16 Days Ago
Fix new scientists hovering slightly above ghostship floor
16 Days Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
16 Days Ago
Fix NRE in NPCNetworking (subscribers count)
18 Days Ago
Fix typo that would cause scientists to not rotate properly towards their target
18 Days Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
18 Days Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
18 Days Ago
Budget NPCNetworking with fsm, senses etc
18 Days Ago
Only send entity update when new state is different from old state in NPCNetworking
18 Days Ago
Cache agent from TryGetAgent
18 Days Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
18 Days Ago
Add C# bindings for recast corridor
20 Days Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
20 Days Ago
Merge from main
20 Days Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
20 Days Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
20 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
20 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
20 Days Ago
Potential fix for zombie NRE on _agent == null in tests
20 Days Ago
Potential fix for zombie NRE on _agent == null in tests
20 Days Ago
Fix zombies breaking automated tests
20 Days Ago
Fix zombies breaking automated tests
20 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
20 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
21 Days Ago
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command