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1,744 Commits over 730 Days - 0.10cph!

26 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
26 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
26 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.
26 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
28 Days Ago
Fix Scientist2 not spawning on deep sea islands
28 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
29 Days Ago
Fix big alloc during nav save/load
29 Days Ago
Merge from main
29 Days Ago
Reduce allocations in navmesh save/load
29 Days Ago
Only validate on load, no need to validate repeatedly
29 Days Ago
Fix bear and chicken not working on tutorial island
40 Days Ago
Add navmesh to tutorial island
41 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
41 Days Ago
Merge from main
41 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
47 Days Ago
Potential fix for nav error logged during root motion
47 Days Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
47 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
48 Days Ago
Merge from main
48 Days Ago
Fix compile error
48 Days 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
49 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
49 Days Ago
Merge from main
49 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
49 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
49 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
50 Days Ago
Merge from main
51 Days Ago
Fix scientist chasing into water
51 Days Ago
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
51 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
51 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
51 Days Ago
Fix SenseComponent.Tick InvalidOperationException
51 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
51 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
51 Days 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
51 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
51 Days Ago
Log warning instead of error when no save file for navmesh is found
51 Days Ago
Fix compile errors
51 Days Ago
58 Days Ago
Fix scientists appearing on roofs
2 Months Ago
Fix old scientists and animals ending up on roofs
2 Months Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
2 Months Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
2 Months Ago
Remove "rustnav warp" log
2 Months Ago
Fix merge conflict with Jarryd's fix on AI not being able to be spawned inside of WakeAI zones if in an editor scene
2 Months Ago
Merge from main
2 Months Ago
2 Months Ago
2 Months Ago
Cherry picking commits from ai_recast_integration
2 Months Ago