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1,683 Commits over 700 Days - 0.10cph!

8 Days Ago
Add navmesh to tutorial island
9 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
9 Days Ago
Merge from main
9 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
15 Days Ago
Potential fix for nav error logged during root motion
15 Days Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
15 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
16 Days Ago
Merge from main
16 Days Ago
Fix compile error
16 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
17 Days Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
17 Days Ago
Merge from main
17 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
17 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
17 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
18 Days Ago
Merge from main
19 Days Ago
Fix scientist chasing into water
19 Days Ago
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
19 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
19 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
19 Days Ago
Fix SenseComponent.Tick InvalidOperationException
19 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
19 Days Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
19 Days Ago
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
19 Days Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
19 Days Ago
Log warning instead of error when no save file for navmesh is found
19 Days Ago
Fix compile errors
19 Days Ago
26 Days Ago
Fix scientists appearing on roofs
29 Days Ago
Fix old scientists and animals ending up on roofs
36 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
38 Days Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
38 Days Ago
Remove "rustnav warp" log
38 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
38 Days Ago
Merge from main
39 Days Ago
40 Days Ago
40 Days Ago
Cherry picking commits from ai_recast_integration
40 Days Ago
40 Days Ago
Subtract navmesh subtraction
40 Days Ago
Subtract bad merge
40 Days Ago
Merge from main
50 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
50 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)
52 Days Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
52 Days Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
52 Days Ago
Merge from subtract_new_navmesh
52 Days Ago
Merge from main
52 Days Ago
Merge from main
53 Days Ago
Subtract new navmesh