branchrust_reboot/main/ai_3cancel
61 Commits over 31 Days - 0.08cph!
Yet another merge from main
Fixed a small if server check for client compile.
Immediately kill agents on spawn if they we can't produce a navmesh area that support them (DynamicNavmesh specific).
A bit of cleanup to make Dynamic Navmesh work properly again.
Agent spawn related improvements.
Nav grid layer improvements.
More navmesh and agent spawn tweaks
Further improvements to navmesh grid and spawning.
Make branch compile again.
More work on optimizing navmesh grid.
More work on optimizing rebaking of navmesh grid cells.
More navmesh grid optimizations.
More optimization and bug hunting in navmesh grid and cover system.
Tweaked pathfinding and scan for positions.
More ai performance testing/tweaking.
More work on optimization of cover points and navmesh grid.
Ensure BasePlayer IsRunning and IAIAgent IsRunning doesn't conflict (renamed to IsNavRunning).
Work towards optimizing cover point management. Still causing some big spikes now and then.
More work on navmesh grid.
Use AsyncTerrainNavMeshBake the way it was intended.
More work on Navmesh Grid.
Each navmesh grid layer now cater to the area mask of each agent type.
More work on Navmesh Grid.
Use GameObjectRef for nested navmesh for monuments.