userMaverickcancel

1,792 Commits over 700 Days - 0.11cph!

Today
Fix scientist chasing into water
Today
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
Today
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
Today
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
Today
Fix SenseComponent.Tick InvalidOperationException
Today
Fix ai sense adding to a dictionnary while iterating on it
Today
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
Today
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
Today
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
Today
Log warning instead of error when no save file for navmesh is found
Today
Fix compile errors
Today
8 Days Ago
Fix scientists appearing on roofs
11 Days Ago
Fix old scientists and animals ending up on roofs
18 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
20 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
20 Days Ago
Remove "rustnav warp" log
20 Days 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
20 Days Ago
Merge from main
21 Days Ago
22 Days Ago
22 Days Ago
Cherry picking commits from ai_recast_integration
22 Days Ago
22 Days Ago
Subtract navmesh subtraction
22 Days Ago
Subtract bad merge
22 Days Ago
Merge from main
32 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
32 Days 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)
34 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
34 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
34 Days Ago
Merge from subtract_new_navmesh
34 Days Ago
Merge from main
34 Days Ago
Merge from main
34 Days Ago
Subtract new navmesh
35 Days Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
35 Days Ago
Make entityComponent.baseEntity work in OnEnable
35 Days Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
35 Days Ago
Readd navmesh agent to realmed remove
35 Days Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
35 Days 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
35 Days 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)
35 Days Ago
Fix new scientists hovering slightly above ghostship floor
36 Days Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
36 Days Ago
Fix NRE in NPCNetworking (subscribers count)
38 Days Ago
Fix typo that would cause scientists to not rotate properly towards their target
38 Days Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
38 Days Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
38 Days Ago
Budget NPCNetworking with fsm, senses etc
38 Days Ago
Only send entity update when new state is different from old state in NPCNetworking
38 Days Ago
Cache agent from TryGetAgent