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1,778 Commits over 669 Days - 0.11cph!

38 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
38 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)
40 Days Ago
Fix animals not steering and scientists not facing target in unity nav mode
41 Days Ago
Hook new navmesh to ghostships and tropical islands
41 Days Ago
Fix client server compile errors
43 Days Ago
Run codegen
43 Days Ago
Merge from main
43 Days 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.
43 Days Ago
Display independant navmeshes with recast.draw
45 Days 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)
45 Days Ago
Remove "todo" comment
45 Days Ago
Rename overrideDirection to overrideDirectionWS to make space clearer
45 Days Ago
Fix rotation treating navspace as worldspace in move()
45 Days 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
45 Days Ago
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
45 Days Ago
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
46 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
46 Days Ago
Avoid repeated calls to Terrain.activeTerrain
46 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
46 Days Ago
Fix scientists not shooting most of the time
46 Days Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
46 Days 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
46 Days Ago
Temp fix for scientists not facing their target
47 Days Ago
Update scientist for new navmesh
52 Days Ago
Codegen
53 Days Ago
Merge from main
53 Days Ago
Fix croc diving and charging
53 Days Ago
Fix croc swim speed
53 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
53 Days Ago
Fix animals slowing down to a crawl when fleeing
53 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
54 Days Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
54 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
54 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
54 Days Ago
Fix tiger prowling and croc intimidation
54 Days Ago
Centralize all flags in npc networking component
54 Days Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
60 Days Ago
Remove ddraw
60 Days Ago
Fix tiger getting stuck when fleeing
60 Days Ago
Update stopping distances
60 Days Ago
Fix unnatural slowdown in some cases when path following
2 Months Ago
Add unitask assembly as dependency for tests
2 Months Ago
Codegen
2 Months Ago
Fix some compile errors, delete copy of unitask
2 Months Ago
Unitask metas appeared only after opening editor, committing that
2 Months Ago
Use bitwise and for entity flag checks like on main
2 Months Ago
Merge from main
2 Months Ago
Refactor path following, fix issues with animals, slow down after root motion anims remain, isReachable inconsistent, swim speed not handled
2 Months Ago
Refactor all fsms, wip
2 Months Ago
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent