userMaverickcancel

2,202 Commits over 822 Days - 0.11cph!

5 Months Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
5 Months Ago
Merge from main
5 Months Ago
Fix compile error
5 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
5 Months Ago
Merge from new_navmesh_fixes, fix scientists chasing into water, and wolf / tiger logging errors after leaping
5 Months Ago
Merge from main
5 Months Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
5 Months Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
5 Months Ago
Fix old navmesh agent being enabled even when using new navmesh
5 Months Ago
Merge from main
5 Months Ago
Fix scientist chasing into water
5 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
5 Months Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
5 Months Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
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