userMaverickcancel
branchrust_reboot/main/ai_recast_integrationcancel

26 Commits over 31 Days - 0.03cph!

1 Year Ago
Merge from main
1 Year Ago
Submit navmesh display line material
1 Year Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
1 Year Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
1 Year Ago
Reduce navmesh draw allocs again
1 Year Ago
Further optimize navmesh drawing
1 Year Ago
Optimize navmesh debug view
1 Year Ago
Complete client navmesh drawing
1 Year Ago
Make it possible for admins to see the navmesh
1 Year Ago
Add command to draw navmesh in game
1 Year Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
1 Year Ago
Fix navmesh not generating properly with mesh colliders
1 Year Ago
Use more appropriate collision masks for navmesh geo gathering
1 Year Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
1 Year Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
1 Year Ago
Fix fuel tank mesh collider not being readable
1 Year Ago
Remove some more allocations and add more profiling
1 Year Ago
Multi-thread navmesh building, making the recast side computations almost negligible
1 Year Ago
Separate navigation building steps so it's easier to multi-thread
1 Year Ago
Add option to build navmesh asynchronously, add more profile markers
1 Year Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
1 Year Ago
Fix memory leak and add more profiler coverage
1 Year Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
1 Year Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
1 Year Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
1 Year Ago
Add recast DLL with custom bindings