1,740 Commits over 669 Days - 0.11cph!
Use static list ticked through ServerMgr for npc networking instead of unity update
Convert stragglers that still used navmesh agent: dungeon scarecrows and frankenstein pet
Add script in Tools/NavMesh to find all prefabs using legacy navigation components (agents, obstacles, volumes, monument navmesh)
Delete old path following component (the one used by new AIs, replaced by RustNavMeshAgent, old AIs still use their navigator)
Use static list ticked through ServerMgr for navmesh agents instead of unity update
Potential fix for zombie NRE on _agent == null in tests
Potential fix for zombie NRE on _agent == null in tests
Fix zombies breaking automated tests
Fix zombies breaking automated tests
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Fix tutorial bear and unused sharks causing errors with new navmesh
Merge from ai_recast_integration, enable with -useNewNavmesh on server boot, visualize with rustnav.draw command
Fix recast save being called in unity mode (even though it early outs, it logs a warning)
Unify naming conventions, everything is now called RustNav
Update error messages to mention the command line argument rather than the convar
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Do not build the unity navmesh when in recast mode
Assert inside all recast methods that the useUnityNavmesh is false
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Fix cases where rotation could still be using recast in unity mode
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
Fix old animals dying when spawned on a navmesh tile that has yet to be built
Fix TryGetAgent not returning false when agent fails to be added
Fix merge conflicts on meshCache submeshes
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet
* Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
First pass on vehicles affecting navmesh
Reapply changes to oilrigs, codegen
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
Fix powerline poles being ignored by navmesh (handle capsule colliders)
Potential fix for "can't call stop on disabled agent" log spam
Potential fix for "stop can only be called on active agent on navmesh" spawm
Potential fix for ghostship scientists endless recursion
Reapply small oilrig changes
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
Fix oilrigs not having navmesh when outside of map bounds
Potential fix for ResetPath error spam
Update second gingerbread npc, should fix nre
Update source entity of wolf corpse, should fix broken head trophy
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
Potential fix for scientists not spawning on cargo