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1,683 Commits over 700 Days - 0.10cph!

55 Days Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
55 Days Ago
Make entityComponent.baseEntity work in OnEnable
55 Days Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
55 Days Ago
Readd navmesh agent to realmed remove
55 Days Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
55 Days 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
55 Days 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)
55 Days Ago
Fix new scientists hovering slightly above ghostship floor
56 Days Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
56 Days Ago
Fix NRE in NPCNetworking (subscribers count)
58 Days Ago
Fix typo that would cause scientists to not rotate properly towards their target
58 Days Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
58 Days Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
58 Days Ago
Budget NPCNetworking with fsm, senses etc
58 Days Ago
Only send entity update when new state is different from old state in NPCNetworking
58 Days Ago
Cache agent from TryGetAgent
58 Days Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
58 Days Ago
Add C# bindings for recast corridor
59 Days Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
59 Days Ago
Merge from main
59 Days Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
59 Days Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
59 Days Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
59 Days Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update
59 Days Ago
Potential fix for zombie NRE on _agent == null in tests
59 Days Ago
Potential fix for zombie NRE on _agent == null in tests
60 Days Ago
Fix zombies breaking automated tests
60 Days Ago
Fix zombies breaking automated tests
60 Days Ago
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
60 Days Ago
Fix tutorial bear and unused sharks causing errors with new navmesh
60 Days Ago
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
60 Days 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
2 Months Ago
Assert inside all recast methods that the useUnityNavmesh is false
2 Months Ago
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
2 Months Ago
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
2 Months Ago
Fix cases where rotation could still be using recast in unity mode
2 Months Ago
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
2 Months Ago
Fix old animals dying when spawned on a navmesh tile that has yet to be built
2 Months Ago
Fix TryGetAgent not returning false when agent fails to be added
2 Months Ago
Fix merge conflicts on meshCache submeshes
2 Months Ago
Merge from main
2 Months Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
2 Months Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
2 Months Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
2 Months Ago
First pass on vehicles affecting navmesh