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1,828 Commits over 792 Days - 0.10cph!

13 Days Ago
Fix scientist path success check being wrong (or instead of and)
13 Days Ago
Fix using nav samples radius always being halved because detour uses half extent
14 Days 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
14 Days 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
14 Days Ago
Merge from main
14 Days Ago
Commit libraries
14 Days Ago
Fix non-deterministic tests that only failed sometimes, remove extra long tests
14 Days Ago
Merge from main
14 Days Ago
Faster navmesh save and load, smaller save file sizes
14 Days Ago
Fix rustnav.setnumthreads bugs
14 Days Ago
Fix IsPaused collection-modified exception in RustNavMeshAgent
14 Days Ago
Fix agents getting stuck when walking exactly along a navmesh edge, dedpulicate state between currentpPolyRef and dtCorridor own polyref
15 Days Ago
Build libs for all platforms
15 Days Ago
Fix compile errors from the merge
15 Days Ago
Merge navpos
15 Days Ago
Fix tiger charging forever at the bottom of vine trees
15 Days Ago
Use dtCorridor for path following, fix some cases where agents get wedged in a navmesh corner while steering
15 Days Ago
Fix TryBindNavmesh not updating the cached navmesh
15 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
15 Days 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
16 Days Ago
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
16 Days 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
16 Days Ago
Fix cargo scientists not moving
16 Days Ago
Fix old scientists trying to steer instead of turning instantly
16 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
16 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
16 Days Ago
Fix scientists not spawning in underwater labs and cargo ships
17 Days Ago
Merge from main
17 Days 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
19 Days Ago
Cleanup wolf foundation jump test
19 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
19 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
19 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
19 Days Ago
Initial work to create dedicated navmesh position
37 Days Ago
Do not calculate remaining distance twice
37 Days Ago
Optimize fsm wait for navmesh
37 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
37 Days Ago
Disambiguate rust nav mesh helpers
37 Days Ago
Merge from main
37 Days Ago
Update artifacts
37 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
37 Days Ago
Fix leftover comment and stale dll
37 Days Ago
Optimize npc movement
38 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
38 Days Ago
Fix stack overflow and alloc in navmesh load / save
38 Days 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
38 Days Ago
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
38 Days Ago
Merge from main
38 Days Ago
Add build artefacts for all platforms
38 Days Ago
Remove debug.break left by accident