branchrust_reboot/main/ai_recast_integrationcancel

231 Commits over 639 Days - 0.02cph!

1 Hour Ago
Fix merge conflicts on meshCache submeshes
2 Hours Ago
Merge from main
3 Hours Ago
* Sample first before adding navmesh agent, to avoid warning spam when navmesh is not there yet * Prevent entering recast code paths when unity agent is null but convar indicates to use unity, instead do nothing
4 Hours Ago
Potential fix for "can't do X on agent not on navmesh" error spawn when toggling useUnityNavmesh convar
4 Hours Ago
Make sure all modifications of navPos (through property or warp) also update the world position if updateWorldPos is enabled, before warp would not update worldPos
Yesterday
First pass on vehicles affecting navmesh
Yesterday
Reapply changes to oilrigs, codegen
Yesterday
Fix RebuildTilesInBounds not rebuilding in independant navmeshes if main navmesh is not built, early out if bounds don't intersect
Yesterday
Fix powerline poles being ignored by navmesh (handle capsule colliders)
Yesterday
Merge from main
4 Days Ago
Potential fix for "can't call stop on disabled agent" log spam
5 Days Ago
Potential fix for "stop can only be called on active agent on navmesh" spawm
5 Days Ago
Potential fix for ghostship scientists endless recursion
6 Days Ago
Reapply small oilrig changes
6 Days Ago
Remove now empty entry in KillAllAnimals mission objective asset
6 Days Ago
Fix another reference to the old wolf in the trophy data
6 Days Ago
Merge from main
6 Days Ago
Fix new AIs not moving when ConVar.AI.useUnityNavmesh is set to 1
6 Days Ago
Fix oilrigs not having navmesh when outside of map bounds
6 Days Ago
Potential fix for ResetPath error spam
6 Days Ago
Update second gingerbread npc, should fix nre
6 Days Ago
Update source entity of wolf corpse, should fix broken head trophy
7 Days Ago
Fix wolves getting stuck (use recast move instead of manual nav raycasts + slide)
7 Days Ago
Update wolf population asset with new convar
8 Days Ago
Update murderer (scarecrow) and gingerbread man to use new navmesh agent.
8 Days Ago
Replace navmesh agent of tunnel dwellers, bandit guard and underwater dwellers
8 Days Ago
Potential fix for scientists not spawning on cargo
8 Days Ago
Fix minor typo in WhatUsesThis
8 Days Ago
Delete old wolf prefab and class, a consequence of this is that the population convar is now "wolf2.population", todo rename wolf2 to wolf
8 Days Ago
Prefix nav logs correctly in RustNavmeshAgent
8 Days Ago
Convert all old scientists to use new navmesh agent
8 Days Ago
Check default navmesh is built and log error if not in agent queries
8 Days Ago
Revert last commit
8 Days Ago
Potential fix for SetBrakingEnabled and CanUpdateMovement NRE (suspected triggered by excav and cargo scientists)
11 Days Ago
Update artifacts for mac, linux and windows with native fix for tiles failing to be added to navmesh when having too many triangles
12 Days Ago
At first add no limit on max build queue
12 Days Ago
Fix potential culprit for double free of tileData
12 Days Ago
Limit max number of tiles being built in the background
12 Days Ago
Fix budget being treated as seconds despite being miliseconds
12 Days Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
12 Days Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
14 Days Ago
Fix animals not steering and scientists not facing target in unity nav mode
15 Days Ago
Hook new navmesh to ghostships and tropical islands
15 Days Ago
Fix client server compile errors
17 Days Ago
Run codegen
17 Days Ago
Merge from main
17 Days Ago
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
17 Days Ago
Display independant navmeshes with recast.draw
19 Days Ago
Improve null checks (not only check if parent nav is null, but also if it's build, and if the build did not fail)
19 Days Ago
Remove "todo" comment