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143 Commits over 61 Days - 0.10cph!

50 Days Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
50 Days Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
50 Days Ago
Build libs for all platforms
50 Days Ago
Fix compile errors from the merge
51 Days Ago
Merge navpos
51 Days Ago
Fix tiger charging forever at the bottom of vine trees
51 Days Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
51 Days Ago
Fix TryBindNavmesh not updating the cached navmesh
51 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
51 Days Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
52 Days Ago
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
52 Days Ago
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
52 Days Ago
Fix cargo scientists not moving
52 Days Ago
Fix old scientists trying to steer instead of turning instantly
52 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
52 Days Ago
Fix scientists not spawning in underwater labs and cargo ships
52 Days Ago
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52 Days Ago
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53 Days Ago
Merge from main
53 Days Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
55 Days Ago
Cleanup wolf foundation jump test
55 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
2 Months Ago
Do not calculate remaining distance twice
2 Months Ago
Optimize fsm wait for navmesh
2 Months Ago
Disambiguate rust nav mesh helpers
2 Months Ago
Merge from main
2 Months Ago
Update artifacts
2 Months Ago
Fix sample radius being insufficient to check if player is on navmesh
2 Months Ago
Fix leftover comment and stale dll
2 Months Ago
Optimize npc movement
2 Months Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
2 Months Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
2 Months Ago
Merge from main
2 Months Ago
Add build artefacts for all platforms
2 Months Ago
Remove debug.break left by accident
2 Months Ago
Fix tile seams not being perfectly aligned because of quantization
3 Months Ago
Fix bad merge for vine tree fix
3 Months Ago
Merge from main
3 Months Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
3 Months Ago
Change min region size to meters, include oom logs
3 Months Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
3 Months Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
3 Months Ago
Fix tile bounds height being too larged when passed to create heightfield
3 Months Ago
Fix potential exception
3 Months Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
3 Months Ago
Cleanup unused variables and redundant comments
3 Months Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
3 Months Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
3 Months Ago
Merge from main
3 Months Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."