userMaverickcancel
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124 Commits over 760 Days - 0.01cph!

3 Days Ago
Merged to main > Fix livestock breeding out of control in the wild: - Full bond is now 15min not 5min, reproduction can't happen before (can still lead from 5min like before) - Curious cows don't bond twice as fast anymore - If a calf is born in the wild somehow, it will age as soon as it's born, and won't be able to reproduce (eg won't be born bonded like the mom) - Server cap on livestock population of 300 "livestock.maxPerSpecies" - Command to kill off excess livestock, prioritizing not tame > far from TCs > bad genes / old to avoid hurting farms, "livestock.cullexcess" - Add "livestock.breedOnlyAtHome" convar, 0 by default, 1 means livestock can only breed near their top bonded player TC
4 Days Ago
Prevent wild livestock from dying from hunger etc
5 Days Ago
Fix wild livestock being passively tamed and then breeding out of control
5 Days Ago
Potential fix for animals not eating from troughs
5 Days Ago
Fix lead breaking easily, show sheep genes, fix tests
25 Days Ago
Fix bullet and arrows sometimes passing through oilrig scientists upper body, or/and registering headshots when shooting the legs
26 Days Ago
Fix server stall caused by dtRaycast infinite loop, bump nav version so we can ditch the saves with degenerate polys
27 Days Ago
Fix compile error with url in "none" compile mode
39 Days Ago
Fix navmesh generated on divesites, not generated in some doorways, some monument rooms not having navmesh, and scientist corpse colliders on wrong layer
41 Days Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
46 Days Ago
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
48 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
2 Months Ago
Improve npcs path following performance, fix npcs sometimes not moving
2 Months Ago
Fix stack overflow and alloc in navmesh load / save
2 Months Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
3 Months Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
3 Months Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
3 Months Ago
Fix old AIs not fleeing when player is unreachable
3 Months Ago
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
3 Months Ago
Fix scientists not spawning in deep sea
3 Months Ago
Fix Scientist2 not spawning on deep sea islands
3 Months Ago
Fix big alloc during nav save/load
3 Months Ago
Fix bear and chicken not working on tutorial island
4 Months Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
4 Months 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
4 Months Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
4 Months 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
4 Months Ago
Fix SenseComponent.Tick InvalidOperationException
4 Months Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
4 Months Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
4 Months Ago
Fix scientists appearing on roofs
4 Months Ago
Fix old scientists and animals ending up on roofs
5 Months Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
5 Months Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
5 Months Ago
Merge from subtract_new_navmesh
5 Months Ago
Potential fix for zombie NRE on _agent == null in tests
5 Months Ago
Fix zombies breaking automated tests
5 Months Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
5 Months Ago
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
7 Months Ago
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
7 Months Ago
Fix animals and naval scientists only fleeing or being passive
7 Months Ago
Fix scientist weapons floating at world origin on server
7 Months Ago
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
7 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
7 Months Ago
Fix naval scientist laser sight not being on during the day
7 Months Ago
Fix FSMTransitionBase.get_Senses NRE
7 Months Ago
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
7 Months Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
7 Months Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
7 Months Ago
Potential fix for scientists rendering while sleeping, then being shot without reacting, and dying only if the player gets close again