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branchrust_reboot/main/new_navmesh_fixescancel

130 Commits over 61 Days - 0.09cph!

56 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
56 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
56 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
56 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
56 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
58 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
59 Days Ago
Merge from main
59 Days Ago
Reduce allocations in navmesh save/load
59 Days Ago
Only validate on load, no need to validate repeatedly
2 Months Ago
Add navmesh to tutorial island
2 Months Ago
Merge from main
2 Months Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
3 Months Ago
Potential fix for nav error logged during root motion
3 Months Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
3 Months Ago
Merge from main
3 Months Ago
Fix compile error
3 Months Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
3 Months Ago
Merge from main
3 Months Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
3 Months Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
3 Months Ago
Fix old navmesh agent being enabled even when using new navmesh
3 Months Ago
Merge from main
3 Months Ago
Fix scientist chasing into water
3 Months Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
3 Months Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
3 Months Ago
Fix ai sense adding to a dictionnary while iterating on it
3 Months 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 Months Ago
Log warning instead of error when no save file for navmesh is found
3 Months Ago
Fix compile errors
3 Months Ago