userMaverickcancel
branchrust_reboot/main/ai_recast_integrationcancel

272 Commits over 669 Days - 0.02cph!

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