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2,073 Commits over 792 Days - 0.11cph!

38 Days Ago
Add test for wolf leap on foundation, not cleaned up yet
38 Days Ago
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
38 Days Ago
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
38 Days Ago
Initial work to create dedicated navmesh position
56 Days Ago
Do not calculate remaining distance twice
56 Days Ago
Optimize fsm wait for navmesh
56 Days Ago
Improve npcs path following performance, fix npcs sometimes not moving
56 Days Ago
Disambiguate rust nav mesh helpers
56 Days Ago
Merge from main
56 Days Ago
Update artifacts
56 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
56 Days Ago
Fix leftover comment and stale dll
56 Days Ago
Optimize npc movement
56 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
56 Days Ago
Fix stack overflow and alloc in navmesh load / save
56 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
57 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
57 Days Ago
Merge from main
57 Days Ago
Add build artefacts for all platforms
57 Days Ago
Remove debug.break left by accident
57 Days Ago
Fix tile seams not being perfectly aligned because of quantization
2 Months Ago
Fix bad merge for vine tree fix
2 Months Ago
Merge from main
2 Months Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
2 Months Ago
Change min region size to meters, include oom logs
2 Months 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
2 Months Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
2 Months Ago
Fix tile bounds height being too larged when passed to create heightfield
2 Months Ago
Fix potential exception
2 Months Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
2 Months Ago
Cleanup unused variables and redundant comments
2 Months 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
2 Months Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
2 Months Ago
Merge from main
2 Months Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
2 Months 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)
2 Months Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
2 Months 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