userMaverickcancel

1,397 Commits over 457 Days - 0.13cph!

40 Days Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement
41 Days Ago
Time slice tile rebuilding that happens on main thread
42 Days Ago
Fix loading code not assigning navmesh wrapper to the ptr after creating it, fix null tiles not being handled properly
44 Days Ago
Move saving/loading code to c#, fix potential issue when some tiles are null
45 Days Ago
Fix NRE when shooting ballistas and canons
45 Days Ago
Fix tile being added on background thread instead of main thread after refactor, fix tile being added twice
45 Days Ago
Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps
47 Days Ago
Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists
47 Days Ago
First pass on dynamic nav obstacles
47 Days Ago
Prepare migration of entities currently having a navObstacleComponent
47 Days Ago
Codegen
47 Days Ago
Merge from ai_scientist_iteration
47 Days Ago
Merge from naval_update
47 Days Ago
Use unitask for async operations
48 Days Ago
Regenerate manifest
48 Days Ago
Merge from main
54 Days Ago
Fix compile errors
54 Days Ago
Merge from main
54 Days Ago
Fix compile errors
55 Days Ago
Merge from main
58 Days Ago
Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching
58 Days Ago
- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)
59 Days Ago
- Speed up tile rebuild - Fix tile rebuild giving very different results from initial build
60 Days Ago
- Fix detail mesh being built but not assigned - Add option to specify whether or not we want to build the detail mesh - Remove sample detail mesh height param from SamplePosition (recast will always use the detail mesh if it exists anyway when sampling)
60 Days Ago
- Fix chunk bounds being incorrect - Add option to debug sample the detail mesh height (it seems to not be working)
60 Days Ago
- Multithread in C++ instead of C# as it's simpler to avoid allocs - Make navmesh build not generate any garbage - Add option to sample detail navmesh height - Tick navmesh from ServerMgr instead of letting unity decide
2 Months Ago
Replace parallel for with normal for loops as it doesn't seem possible to completely get rid of their allocation (tried caching actions, extracting state, reimplementing with tasks, unitask, threadpool... those allocate less but still do)
2 Months Ago
Remove alloc in ExtractMesh
2 Months Ago
Fix IsNavmeshBuilt returning true while navmesh is still async building
2 Months Ago
Do not reset "stopAtDestination" when end of path reached, that defeats the purpose, as we want to keep moving even after reaching the end
2 Months Ago
- Rewrite path following logic to not rely on unity's navmesh agent - Add convar to toggle between using unity navmesh, and recast navmesh to calculate paths (only wolf, tiger, croc for now)
2 Months Ago
Add method to calculate remaining path length
2 Months Ago
- Move recast code to the rust native project - Rust native local DLL build to test
2 Months Ago
Remove non threadsafe timeWarning from multithreaded part
2 Months Ago
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
2 Months Ago
Merge from main
2 Months Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components
2 Months Ago
Implement pathfinding iteration limit, so that paths to unreachable polys waste less budget
2 Months Ago
- Fix chunks not being correctly processed - Add budget queue when rebuilding tiles at runtime - Add command to test rebuild of tiles
2 Months Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
2 Months Ago
Add info to partial paths
2 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
2 Months Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
2 Months Ago
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
2 Months Ago
- Restore multithreaded navmesh building - Increase tile poly buffer size for debug vis - Handle mesh colliders submeshes (uncommon but possible)
2 Months Ago
Replace unity profile markers with timewarnings, add stopwatch to log build times
2 Months Ago
Add debug commands to test pathing and sampling
3 Months Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
3 Months Ago
Codegen
3 Months Ago
Update pooled list renting to new API