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1,724 Commits over 730 Days - 0.10cph!

42 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
43 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
43 Days Ago
Merge from main
43 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
43 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
43 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
44 Days Ago
Merge from main
45 Days Ago
Fix scientist chasing into water
45 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
45 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
45 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
45 Days Ago
Fix SenseComponent.Tick InvalidOperationException
45 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
45 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
45 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
45 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
45 Days Ago
Log warning instead of error when no save file for navmesh is found
45 Days Ago
Fix compile errors
45 Days Ago
52 Days Ago
Fix scientists appearing on roofs
55 Days 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
2 Months Ago
Subtract navmesh subtraction
2 Months Ago
Subtract bad merge
2 Months Ago
Merge from main
3 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
3 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)
3 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