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2,207 Commits over 853 Days - 0.11cph!

3 Months 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
3 Months Ago
Limit nav drawing network use with kb instead of per tile, show grid again in editor, move label for tile coords to tile height
3 Months Ago
Fix scientist path success check being wrong (or instead of and)
3 Months Ago
Fix using nav samples radius always being halved because detour uses half extent
3 Months Ago
When sampling multiple potential destination around an agent, instead of snapping random points to the navmesh, floodfill around the agent and only sample on the reachable polygons - fix 7x spike of 2.64ms on oilrig, when all points land in unreachable navmesh islands, and we waste time trying to path to them and hitting our node exploration cap every time
3 Months Ago
Fix: - old scientists not moving at multiple locations - animal stuck in charge stack around jungle trees - ais getting stuck - move without polyref log spam - scientist crouchwalk weird angle on stairs - slower old ais
3 Months Ago
Merge from main
3 Months Ago
Commit libraries
3 Months Ago
Fix non-deterministic tests that only failed sometimes, remove extra long tests
3 Months Ago
Merge from main
3 Months Ago
Faster navmesh save and load, smaller save file sizes
3 Months Ago
Fix rustnav.setnumthreads bugs
3 Months Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
3 Months Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
3 Months Ago
Build libs for all platforms
3 Months Ago
Fix compile errors from the merge
3 Months Ago
Merge navpos
3 Months Ago
Fix tiger charging forever at the bottom of vine trees
3 Months Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
3 Months Ago
Fix TryBindNavmesh not updating the cached navmesh
3 Months Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
3 Months Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
3 Months Ago
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
3 Months Ago
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
3 Months Ago
Fix cargo scientists not moving
3 Months Ago
Fix old scientists trying to steer instead of turning instantly
3 Months Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
3 Months Ago
Fix scientists not spawning on cargo, underwater lab and military base
3 Months Ago
Fix scientists not spawning in underwater labs and cargo ships
3 Months Ago
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3 Months Ago
Merge from main
3 Months Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
3 Months Ago
Cleanup wolf foundation jump test
3 Months Ago
Add test for wolf leap on foundation, not cleaned up yet
3 Months Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
3 Months Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
3 Months Ago
Initial work to create dedicated navmesh position
3 Months Ago
Do not calculate remaining distance twice
3 Months Ago
Optimize fsm wait for navmesh
3 Months Ago
Improve npcs path following performance, fix npcs sometimes not moving
3 Months Ago
Disambiguate rust nav mesh helpers
3 Months Ago
Merge from main
3 Months Ago
Update artifacts
3 Months Ago
Fix sample radius being insufficient to check if player is on navmesh
3 Months Ago
Fix leftover comment and stale dll
3 Months Ago
Optimize npc movement
3 Months Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
3 Months Ago
Fix stack overflow and alloc in navmesh load / save
3 Months Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles