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2,033 Commits over 792 Days - 0.11cph!

27 Days Ago
Fix cargo scientists not moving
27 Days Ago
Fix old scientists trying to steer instead of turning instantly
27 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
27 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
27 Days Ago
Fix scientists not spawning in underwater labs and cargo ships
27 Days Ago
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27 Days Ago
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28 Days Ago
Merge from main
28 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
30 Days Ago
Cleanup wolf foundation jump test
30 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
30 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
30 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
30 Days Ago
Initial work to create dedicated navmesh position
48 Days Ago
Do not calculate remaining distance twice
48 Days Ago
Optimize fsm wait for navmesh
48 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
48 Days Ago
Disambiguate rust nav mesh helpers
48 Days Ago
Merge from main
48 Days Ago
Update artifacts
48 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
48 Days Ago
Fix leftover comment and stale dll
48 Days Ago
Optimize npc movement
49 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
49 Days Ago
Fix stack overflow and alloc in navmesh load / save
49 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
49 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
49 Days Ago
Merge from main
49 Days Ago
Add build artefacts for all platforms
49 Days Ago
Remove debug.break left by accident
49 Days Ago
Fix tile seams not being perfectly aligned because of quantization
53 Days Ago
Fix bad merge for vine tree fix
53 Days Ago
Merge from main
53 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
54 Days Ago
Change min region size to meters, include oom logs
54 Days Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
54 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
54 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
54 Days Ago
Fix potential exception
54 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
54 Days Ago
Cleanup unused variables and redundant comments
55 Days Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
55 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
55 Days Ago
Merge from main
55 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
55 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
55 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
55 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
55 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
56 Days Ago
Fix old AIs not fleeing when player is unreachable