branchrust_reboot/main/ai_recast_integrationcancel

168 Commits over 639 Days - 0.01cph!

6 Hours Ago
Codegen
Today
Merge from main
Yesterday
Fix croc diving and charging
Yesterday
Fix croc swim speed
Yesterday
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Yesterday
Fix animals slowing down to a crawl when fleeing
Yesterday
Fix animals looking behind unnaturally, bring back the fix from previous implementation
2 Days Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
2 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
2 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
2 Days Ago
Fix tiger prowling and croc intimidation
2 Days Ago
Centralize all flags in npc networking component
2 Days Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
8 Days Ago
Remove ddraw
8 Days Ago
Fix tiger getting stuck when fleeing
8 Days Ago
Update stopping distances
8 Days Ago
Fix unnatural slowdown in some cases when path following
8 Days Ago
Add unitask assembly as dependency for tests
8 Days Ago
Codegen
9 Days Ago
Fix some compile errors, delete copy of unitask
9 Days Ago
Unitask metas appeared only after opening editor, committing that
9 Days Ago
Use bitwise and for entity flag checks like on main
9 Days Ago
Merge from main
9 Days Ago
Refactor path following, fix issues with animals, slow down after root motion anims remain, isReachable inconsistent, swim speed not handled
13 Days Ago
Refactor all fsms, wip
13 Days Ago
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
13 Days Ago
Fix one of the logs not being prefixed correctly
13 Days Ago
Fix RebuildTilesInBounds not working on independant navmeshes
13 Days Ago
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
13 Days Ago
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
13 Days Ago
Fix potential issue if we spawned an npc on a moving navmesh after it started moving
14 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
14 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
14 Days Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
14 Days Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
14 Days Ago
Reorder samplePosition arguments to be consistent with unity
14 Days Ago
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
14 Days Ago
FIx compile error, further api unification
14 Days Ago
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
14 Days Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
14 Days Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
14 Days Ago
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
15 Days Ago
Make all queries check if they are in an independant navmesh volume before querying the main navmesh
15 Days Ago
Fix FindNavmeshesInBounds not working after movable navmesh moves away
15 Days Ago
Handle "moving" navmeshes (reprojecting from world space to navmesh space), allow debug visualizing them with the correct current transform not just their static version
15 Days Ago
Add debug drawing for cell coordinates and build status
16 Days Ago
First pass on disconnected navmeshes (eg tropical islands)
20 Days Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
20 Days Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
20 Days Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice