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1,851 Commits over 792 Days - 0.10cph!

54 Days Ago
Fix scientists not spawning in deep sea
54 Days Ago
Merge from main
59 Days Ago
Fix double navmesh on tropical island 1
59 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
59 Days Ago
Merge from main
2 Months Ago
Fix code files affected by the asset subtract
2 Months Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
2 Months Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
2 Months Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
2 Months Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
2 Months Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
2 Months Ago
Fix Scientist2 not spawning on deep sea islands
2 Months Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
2 Months Ago
Fix big alloc during nav save/load
2 Months Ago
Merge from main
2 Months Ago
Reduce allocations in navmesh save/load
2 Months Ago
Only validate on load, no need to validate repeatedly
2 Months Ago
Fix bear and chicken not working on tutorial island
3 Months Ago
Add navmesh to tutorial island
3 Months Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
3 Months Ago
Merge from main
3 Months Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
3 Months Ago
Potential fix for nav error logged during root motion
3 Months 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
3 Months Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
3 Months Ago
Merge from main
3 Months Ago
Fix compile error
3 Months 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
3 Months Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
3 Months Ago
Merge from main
3 Months Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
3 Months Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
3 Months Ago
Fix old navmesh agent being enabled even when using new navmesh
3 Months Ago
Merge from main
3 Months Ago
Fix scientist chasing into water
3 Months 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
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
4 Months Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
4 Months Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled