userMaverickcancel

1,669 Commits over 639 Days - 0.11cph!

Yesterday
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
Yesterday
Remove "todo" comment
Yesterday
Rename overrideDirection to overrideDirectionWS to make space clearer
Yesterday
Fix rotation treating navspace as worldspace in move()
Yesterday
*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
Yesterday
Prefix all logs so it's clear which one come from unity navmesh and from the new navmesh
Yesterday
Split RustNavMeshAgent class in more files (separate unity API from custom stuff)
3 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
3 Days Ago
Avoid repeated calls to Terrain.activeTerrain
3 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
3 Days Ago
Fix scientists not shooting most of the time
3 Days Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
3 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
3 Days Ago
Temp fix for scientists not facing their target
3 Days Ago
Update scientist for new navmesh
9 Days Ago
Codegen
9 Days Ago
Merge from main
10 Days Ago
Fix croc diving and charging
10 Days Ago
Fix croc swim speed
10 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
10 Days Ago
Fix animals slowing down to a crawl when fleeing
10 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
10 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
11 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
11 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
11 Days Ago
Fix tiger prowling and croc intimidation
11 Days Ago
Centralize all flags in npc networking component
11 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)
17 Days Ago
Remove ddraw
17 Days Ago
Fix tiger getting stuck when fleeing
17 Days Ago
Update stopping distances
17 Days Ago
Fix unnatural slowdown in some cases when path following
17 Days Ago
Add unitask assembly as dependency for tests
17 Days Ago
Codegen
18 Days Ago
Fix some compile errors, delete copy of unitask
18 Days Ago
Unitask metas appeared only after opening editor, committing that
18 Days Ago
Use bitwise and for entity flag checks like on main
18 Days Ago
Merge from main
18 Days Ago
Refactor path following, fix issues with animals, slow down after root motion anims remain, isReachable inconsistent, swim speed not handled
21 Days Ago
Refactor all fsms, wip
22 Days Ago
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
22 Days Ago
Fix one of the logs not being prefixed correctly
22 Days Ago
Fix RebuildTilesInBounds not working on independant navmeshes
22 Days Ago
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
22 Days Ago
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
22 Days Ago
Fix potential issue if we spawned an npc on a moving navmesh after it started moving
22 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
22 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
22 Days Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
23 Days Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query