userMaverickcancel

2,060 Commits over 792 Days - 0.11cph!

53 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
53 Days Ago
Fix stack overflow and alloc in navmesh load / save
53 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
54 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
54 Days Ago
Merge from main
54 Days Ago
Add build artefacts for all platforms
54 Days Ago
Remove debug.break left by accident
54 Days Ago
Fix tile seams not being perfectly aligned because of quantization
58 Days Ago
Fix bad merge for vine tree fix
58 Days Ago
Merge from main
58 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
59 Days Ago
Change min region size to meters, include oom logs
59 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
59 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
59 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
59 Days Ago
Fix potential exception
59 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
59 Days Ago
Cleanup unused variables and redundant comments
60 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
60 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
60 Days Ago
Merge from main
60 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
60 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
60 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)
60 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
60 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
2 Months Ago
Fix old AIs not fleeing when player is unreachable
2 Months Ago
Fix old AIs not fleeing when the player is unreachable
2 Months Ago
Fix scientists not moving or spawning in multiple locations when new navmesh is enabled, also fix old AIs moving slower
2 Months Ago
Fix old AIs being slower when new navmesh is enabled
2 Months Ago
Fix compile error
2 Months Ago
Fix scientists not spawning in some areas
2 Months Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
2 Months Ago
Prevent ghostships from checking mainland navmesh
2 Months Ago
Fix scientists not spawning in deep sea
2 Months Ago
Merge from main
2 Months Ago
Fix double navmesh on tropical island 1
2 Months Ago
Fix oilrigs and tutorial islands navmesh not working with new system
2 Months Ago
Merge from main
3 Months Ago
Fix code files affected by the asset subtract
3 Months Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
3 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
3 Months Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
3 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.
3 Months Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
3 Months Ago
Fix Scientist2 not spawning on deep sea islands
3 Months Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
3 Months Ago
Fix big alloc during nav save/load
3 Months Ago
Merge from main
3 Months Ago
Reduce allocations in navmesh save/load