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1,709 Commits over 730 Days - 0.10cph!

42 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
42 Days Ago
Log warning instead of error when no save file for navmesh is found
42 Days Ago
Fix compile errors
42 Days Ago
49 Days Ago
Fix scientists appearing on roofs
52 Days Ago
Fix old scientists and animals ending up on roofs
59 Days 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
2 Months Ago
Subtract navmesh subtraction
2 Months Ago
Subtract bad merge
2 Months 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
3 Months Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
3 Months Ago
Merge from subtract_new_navmesh
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Subtract new navmesh
3 Months Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
3 Months Ago
Make entityComponent.baseEntity work in OnEnable
3 Months Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
3 Months Ago
Readd navmesh agent to realmed remove
3 Months Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
3 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
3 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)
3 Months Ago
Fix new scientists hovering slightly above ghostship floor
3 Months Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
3 Months Ago
Fix NRE in NPCNetworking (subscribers count)
3 Months Ago
Fix typo that would cause scientists to not rotate properly towards their target
3 Months Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
3 Months Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
3 Months Ago
Budget NPCNetworking with fsm, senses etc
3 Months Ago
Only send entity update when new state is different from old state in NPCNetworking
3 Months Ago
Cache agent from TryGetAgent
3 Months Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
3 Months Ago
Add C# bindings for recast corridor
3 Months Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
3 Months Ago
Merge from main
3 Months Ago
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
3 Months Ago
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
3 Months Ago
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
3 Months Ago
Use static list ticked through ServerMgr for navmesh agents instead of unity update