userMaverickcancel

1,815 Commits over 761 Days - 0.10cph!

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