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1,810 Commits over 761 Days - 0.10cph!

9 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
9 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
10 Days Ago
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
10 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
10 Days Ago
Fix cargo scientists not moving
10 Days Ago
Fix old scientists trying to steer instead of turning instantly
10 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
10 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
10 Days Ago
Fix scientists not spawning in underwater labs and cargo ships
11 Days Ago
Merge from main
11 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
13 Days Ago
Cleanup wolf foundation jump test
13 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
13 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
13 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
13 Days Ago
Initial work to create dedicated navmesh position
31 Days Ago
Do not calculate remaining distance twice
31 Days Ago
Optimize fsm wait for navmesh
31 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
31 Days Ago
Disambiguate rust nav mesh helpers
31 Days Ago
Merge from main
31 Days Ago
Update artifacts
31 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
31 Days Ago
Fix leftover comment and stale dll
31 Days Ago
Optimize npc movement
32 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
32 Days Ago
Fix stack overflow and alloc in navmesh load / save
32 Days 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
32 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
32 Days Ago
Merge from main
32 Days Ago
Add build artefacts for all platforms
32 Days Ago
Remove debug.break left by accident
32 Days Ago
Fix tile seams not being perfectly aligned because of quantization
36 Days Ago
Fix bad merge for vine tree fix
36 Days Ago
Merge from main
37 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
37 Days Ago
Change min region size to meters, include oom logs
37 Days 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
37 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
37 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
37 Days Ago
Fix potential exception
37 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
37 Days Ago
Cleanup unused variables and redundant comments
38 Days 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
38 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
38 Days Ago
Merge from main
38 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
38 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
38 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
38 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214