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2,006 Commits over 792 Days - 0.11cph!

7 Days Ago
Delete duplicates and replace the original animals
7 Days Ago
Fix boar chasing too fast, fix animals not running away properly when player on foundation
7 Days Ago
Merge from main
7 Days Ago
Fix animals clipping with the player
8 Days Ago
Fix manifest
8 Days Ago
Second part missing from the initial commit
8 Days Ago
First step to port old animals to new AI system (no behaviour change, it just makes them easier to maintain, we'll do proper behaviour rework in the future)
10 Days Ago
Merge from main
11 Days Ago
Improve navmesh doors perf, doors now remember which polys are theirs instead of searching the navmesh on every open/close
11 Days Ago
Standardize navmesh door benchmark to follow same conventions as agent path following benchmark
12 Days Ago
Fix siege towers doors, better behaviour for NPCs when door is slammed on them
12 Days Ago
Rewrite some navmesh door bug repro test that passed even without its fix
12 Days Ago
Improve navmesh doors perf
12 Days Ago
Allow closing and opening door to be taken into account by the navmesh, but without a full rebuild
14 Days Ago
Fix navmesh generated on divesites, not generated in some doorways, some monument rooms not having navmesh, and scientist corpse colliders on wrong layer
14 Days Ago
Merge from main
14 Days Ago
Fix navmesh building on dive sites
14 Days Ago
Merge from main
14 Days Ago
Fix navmesh not being present in some rooms behind doors even if scientists can open them (potentially missile sillo and ghostship), the room navmesh a disconnected island because the door was baked into the navmesh, blocking the doorwash, and we prune disconnected navmesh regions
14 Days Ago
Fix scientist2 corpse not being on the ragdoll layer and thus blocking movement and projectiles
15 Days Ago
Fix low res navmesh on ghost ships
15 Days Ago
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15 Days Ago
Fix old ais fleeing when player jumps
15 Days Ago
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15 Days Ago
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16 Days Ago
Fix Assets/Scripts depending on the test framework, which could potentially break builds that exclude tests
16 Days Ago
Fix navmesh generating in places in shouldn't, potential fix for "navmesh failed to be created", and optimization of NPC path following
16 Days Ago
Merge from main
16 Days Ago
Update libraries
16 Days Ago
Path following optimizations (around double perf), also a bunch of instrumentation and a benchmark setup: - only string pull the beginning of the path, we will string pull again eventually so not need to run the algo for the whole path (steering agents only) - only re-string pull the current path if we moved past a threshold or passed a path corner, not every frame (steering agents only) - when chasing a moving target, instead of recalculating a new path, try to extend the previous path a bit instead to save time - use unity transform SetPositionAndRotation instead of setting both independantly - fuse some native method calls, so that we only call one method and skip the interop cost for the other call - do not check corridor validity if no tile has changed since pathing
16 Days Ago
Fix prevent building volumes being baked into the navmesh instead of ignored
17 Days Ago
Add convar to toggle navmesh optis on and off
17 Days Ago
Replace libraries
17 Days Ago
Merge from main
17 Days Ago
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17 Days Ago
Gate per tile interlocked add needed for logging when logging is off
17 Days Ago
Fix ghostship A having no navmesh
17 Days Ago
Remove unused param in bake stats
17 Days Ago
Remove some spammy and uninformative logs
17 Days Ago
Adds lots of instrumentation, and increase navmesh build speed by around 30%, implemented common optimizations I've seen before or discussed with Lorenz: - when rasterizing triangles, reuse values between neighbors instead of re-clipping the triangle against every column (7%) - heightfield is supposed to have faster insertion than compact heightfield thanks to linked list, but because it wastes so much time pointer chasing during iteration it's actually slower, also instertion is not that bad when the column fits in cache (4%) - fuse some span filtering operation to iterate once instead of 3 times on the spans (only 1% for rust maps sadly...) + the pooling from sbox doesn't really benefit us As well as some new findings found from profiling: - during heigthfield stage when comparing span A to span B for walkability tests, don't do everything from scratch when comparing B to A (9% whole map, but monuments and bases specifically x4 speed with this) - watershed iterates through the whole list of regions multiple times, faster with lookup (7%) Can get another 10% if we halve the detail mesh precision, automatically sampled lots of tiles for vertical differences to test and the difference is negligible The real bigger order of magnitude gain is to not limit the number of threads and not time slice geometry collection, it stalls the server but goes 6x faster, could do it at server boot and just throttle the subsequent dynamic navmesh updates (player building bases, nodes etc).
18 Days Ago
Fix heavy scientists not moving after being dropped by the heli on some seeds (small oilrig only?), the AI zone was too small to encompass the drop points so they couldn't find them
18 Days Ago
Another attempt at fixing old AIs not catching up to player
19 Days Ago
Potential fix for oil rig scientists hitbox issues, seemed to happen mostly on stairs with arrows because of too strict anti hack padding
19 Days Ago
- Fix crocodile dying by themselves on some seeds, was caused by them by spawn more than 20m from rivers - Crocs spawning will now be constrained to river, but if they can't find one they won't break - Better logging when animals despawn because they can't find a valid move destination
19 Days Ago
9x improvement on the triangle culling for heightfield bounds by making it native
19 Days Ago
Fix SpanHeightError
19 Days Ago
Various small fixes and cleanup: - Root the native log callback delegate in a static field (GC could collect it and crash the next DLL log) - RebuildTilesInBounds no longer skips the default navmesh when independent navmeshes overlap the bounds (stale tiles at island/monument seams) - IsNavMeshBuilt answers from the agent's bound navmesh with a lazy rebind instead of a fresh resolve that could disagree with every query - Restore rustnav.debugpath / debugraycast / debugsample, ported to the NavVector3 API with proper independent navmesh space transforms and a not-built guard - Delete dead code: GeometryUtils, NavmeshHelpers, TileExtractor (CreateBoxMesh moved into BackgroundTileBuilder), unused RecastWrapper P/Invokes pointing at removed exports, disabled MAX_BUILD_QUEUE throttle, GetOrigin, IsSprintingOnClient - Skip MeshColliders with no sharedMesh during tile collection, bounds-check FailTile/AddTile coords - TryOpenDoors reports whether a door actually opened (TryOpenDoorFor void -> bool) - Null-guard RustNavigation.Instance on scene teardown, clear the stale Instance in OnDestroy