branchrust_reboot/main/ai_recast_integrationcancel

38 Commits over 396 Days - 0.00cph!

Today
Add method to find next waypoint on path in c#, will not use detour crowd for now
Today
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
Yesterday
- Speed up nav gen by 30% by using rust baked terrain and NavMeshBuilder.CollectSources - Fix navmesh not taking into account terrain alpha properly - Add nav raycast - Update tile extractor profile markers - Fix memory leaks with pooled list not being disposed
2 Days Ago
- Restore multithreaded navmesh building - Increase tile poly buffer size for debug vis - Handle mesh colliders submeshes (uncommon but possible)
2 Days Ago
Replace unity profile markers with timewarnings, add stopwatch to log build times
2 Days Ago
Add debug commands to test pathing and sampling
4 Days Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
5 Days Ago
Codegen
5 Days Ago
Update pooled list renting to new API
14 Days Ago
Update protobuf deserialization of navdata
14 Days Ago
Fix compile errors
15 Days Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Submit navmesh display line material
1 Year Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
1 Year Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
1 Year Ago
Reduce navmesh draw allocs again
1 Year Ago
Further optimize navmesh drawing
1 Year Ago
Optimize navmesh debug view
1 Year Ago
Complete client navmesh drawing
1 Year Ago
Make it possible for admins to see the navmesh
1 Year Ago
Add command to draw navmesh in game
1 Year Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
1 Year Ago
Fix navmesh not generating properly with mesh colliders
1 Year Ago
Use more appropriate collision masks for navmesh geo gathering
1 Year Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
1 Year Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
1 Year Ago
Fix fuel tank mesh collider not being readable
1 Year Ago
Remove some more allocations and add more profiling
1 Year Ago
Multi-thread navmesh building, making the recast side computations almost negligible
1 Year Ago
Separate navigation building steps so it's easier to multi-thread
1 Year Ago
Add option to build navmesh asynchronously, add more profile markers
1 Year Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
1 Year Ago
Fix memory leak and add more profiler coverage
1 Year Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
1 Year Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
1 Year Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
1 Year Ago
Add recast DLL with custom bindings