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1,798 Commits over 700 Days - 0.11cph!

Today
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
Today
Merge from main
Today
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Today
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Today
Fix old navmesh agent being enabled even when using new navmesh
Yesterday
Merge from main
3 Days Ago
Fix scientist chasing into water
3 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
3 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
3 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
3 Days Ago
Fix SenseComponent.Tick InvalidOperationException
3 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
3 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
3 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
3 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
3 Days Ago
Log warning instead of error when no save file for navmesh is found
3 Days Ago
Fix compile errors
3 Days Ago
10 Days Ago
Fix scientists appearing on roofs
13 Days Ago
Fix old scientists and animals ending up on roofs
20 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
22 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
22 Days Ago
Remove "rustnav warp" log
22 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
22 Days Ago
Merge from main
23 Days Ago
24 Days Ago
24 Days Ago
Cherry picking commits from ai_recast_integration
24 Days Ago
24 Days Ago
Subtract navmesh subtraction
24 Days Ago
Subtract bad merge
24 Days Ago
Merge from main
34 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
34 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)
36 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
36 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
36 Days Ago
Merge from subtract_new_navmesh
36 Days Ago
Merge from main
36 Days Ago
Merge from main
37 Days Ago
Subtract new navmesh
37 Days Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
37 Days Ago
Make entityComponent.baseEntity work in OnEnable
37 Days Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
37 Days Ago
Readd navmesh agent to realmed remove
37 Days Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
37 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
37 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)
37 Days Ago
Fix new scientists hovering slightly above ghostship floor
38 Days Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
38 Days Ago
Fix NRE in NPCNetworking (subscribers count)