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1,804 Commits over 700 Days - 0.11cph!

51 Days Ago
Potential fix for "can't call stop on disabled agent" log spam
52 Days Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
52 Days Ago
Potential fix for ghostship scientists endless recursion
53 Days Ago
Reapply small oilrig changes
53 Days Ago
Merge from main
53 Days Ago
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
53 Days Ago
Fix oilrigs not having navmesh when outside of map bounds
53 Days Ago
Potential fix for ResetPath error spam
53 Days Ago
Update second gingerbread npc, should fix nre
53 Days Ago
Update source entity of wolf corpse, should fix broken head trophy
54 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
55 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
55 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
55 Days Ago
Potential fix for scientists not spawning on cargo
55 Days Ago
Fix minor typo in WhatUsesThis
55 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
55 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
55 Days Ago
Convert all old scientists to use new navmesh agent
55 Days Ago
Check default navmesh is built and log error if not in agent queries
55 Days Ago
Revert last commit
55 Days Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
58 Days Ago
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
59 Days Ago
At first add no limit on max build queue
59 Days Ago
Fix potential culprit for double free of tileData
59 Days Ago
Limit max number of tiles being built in the background
59 Days Ago
Fix budget being treated as seconds despite being miliseconds
59 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
59 Days Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
2 Months Ago
Fix animals not steering and scientists not facing target in unity nav mode
2 Months Ago
Hook new navmesh to ghostships and tropical islands
2 Months Ago
Fix client server compile errors
2 Months Ago
Run codegen
2 Months Ago
Merge from main
2 Months Ago
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
2 Months Ago
Display independant navmeshes with recast.draw
2 Months Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
2 Months Ago
Remove "todo" comment
2 Months Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
2 Months Ago
Fix rotation treating navspace as worldspace in move()
2 Months Ago
*Fix nav sample not respecting parent navmesh transform for fallback physics query *Start abstracting space transforms so only the agent worries about the spaces, not the fsm, less boilerplate and hopefully less room for mistakes
2 Months Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
2 Months Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
2 Months Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
2 Months Ago
Avoid repeated calls to Terrain.activeTerrain
2 Months Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
2 Months Ago
Fix scientists not shooting most of the time
2 Months Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
2 Months Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
2 Months Ago
Temp fix for scientists not facing their target
2 Months Ago
Update scientist for new navmesh