userMaverickcancel

2,188 Commits over 822 Days - 0.11cph!

5 Months Ago
Fix SenseComponent.Tick InvalidOperationException
5 Months Ago
Fix ai sense adding to a dictionnary while iterating on it
5 Months Ago
Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
5 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
5 Months Ago
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
5 Months Ago
Log warning instead of error when no save file for navmesh is found
5 Months Ago
Fix compile errors
5 Months Ago
5 Months Ago
Fix scientists appearing on roofs
5 Months Ago
Fix old scientists and animals ending up on roofs
5 Months Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
5 Months Ago
Merge from ai_recast_integration_post_subtract, add new navmesh, defaults to disabled
5 Months Ago
Remove "rustnav warp" log
5 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
5 Months Ago
Merge from main
5 Months Ago
5 Months Ago
5 Months Ago
Cherry picking commits from ai_recast_integration
5 Months Ago
5 Months Ago
Subtract navmesh subtraction
5 Months Ago
Subtract bad merge
5 Months Ago
Merge from main
6 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
6 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)
6 Months Ago
Add ai.abortNavEnabledWhenOutOfNav convar, disabled by default, use in combination with ai.logIssues to help isolating npcs causing the log spam
6 Months Ago
Disable avoidance on navmeshagents, potential fix for scientists stuck in barrels
6 Months Ago
Merge from subtract_new_navmesh
6 Months Ago
Merge from main
6 Months Ago
Merge from main
6 Months Ago
Subtract new navmesh
6 Months Ago
Gate ghostship unity nav gen behind ConVar.AI.useUnityNavmesh
6 Months Ago
Make entityComponent.baseEntity work in OnEnable
6 Months Ago
Fix ghostship scientists not moving (after fixing agent too far from navmesh spam)
6 Months Ago
Readd navmesh agent to realmed remove
6 Months Ago
Make TryGetAgent return null if agent is not on navmesh to prevent unity warnings
6 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
6 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)
6 Months Ago
Fix new scientists hovering slightly above ghostship floor
6 Months Ago
Potential fix for "Failed to create agent because it is not close enough to the navmesh" spam
6 Months Ago
Fix NRE in NPCNetworking (subscribers count)
6 Months Ago
Fix typo that would cause scientists to not rotate properly towards their target
6 Months Ago
Handles cases in NPCNetowkring where SendNetworkUpdate could be sent multiple times a frame, make sure SendNetworkUpdate is only called once
6 Months Ago
Add more profile markers to NPCAnimController.Update to narrow down allocations when we repro
6 Months Ago
Budget NPCNetworking with fsm, senses etc
6 Months Ago
Only send entity update when new state is different from old state in NPCNetworking
6 Months Ago
Cache agent from TryGetAgent
6 Months Ago
Cache isScientistNPC and sense component in rustNavMeshAgent enable
6 Months Ago
Add C# bindings for recast corridor
6 Months Ago
Use static list ticked through ServerMgr for npc networking instead of unity update
6 Months Ago
Merge from main