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1,696 Commits over 730 Days - 0.10cph!

51 Days Ago
Cherry picking commits from ai_recast_integration
51 Days Ago
51 Days Ago
Subtract navmesh subtraction
51 Days Ago
Subtract bad merge
51 Days Ago
Merge from main
2 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
2 Months Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
2 Months Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
2 Months Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
2 Months Ago
Merge from subtract_new_navmesh
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Subtract new navmesh
2 Months Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
2 Months Ago
Make entityComponent.baseEntity work in OnEnable
2 Months Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
2 Months Ago
Readd navmesh agent to realmed remove
2 Months Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
2 Months Ago
Add a unity NavmeshAgent component to all prefabs with RustNavmeshAgent and copy its settings, this is because AddComponent on NavmeshAgent causes it to use default params and log warnings
2 Months Ago
Fix race condition in editor causing WakeAIZ to try to use BaseEntity.Query.Server before it's set (use InitShared callback instead of Awake)
2 Months Ago
Fix new scientists hovering slightly above ghostship floor
2 Months Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
2 Months Ago
Fix NRE in NPCNetworking (subscribers count)
2 Months Ago
Fix typo that would cause scientists to not rotate properly towards their target
2 Months Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
2 Months Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
2 Months Ago
Budget NPCNetworking with fsm, senses etc
2 Months Ago
Only send entity update when new state is different from old state in NPCNetworking
2 Months Ago
Cache agent from TryGetAgent
2 Months Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
2 Months Ago
Add C# bindings for recast corridor
2 Months Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
2 Months Ago
Merge from main
2 Months Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
2 Months Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
2 Months Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
2 Months Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
Potential fix for zombie NRE on _agent == null in tests
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
Fix zombies breaking automated tests
2 Months Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
2 Months Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
2 Months Ago
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
2 Months Ago
Merge from main
2 Months Ago
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
2 Months Ago
Unify naming conventions, everything is now called RustNav
2 Months Ago
Update error messages to mention the command line argument rather than the convar
2 Months Ago
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
2 Months Ago
Do not build the unity navmesh when in recast mode