branchrust_reboot/main/ai_recast_integrationcancel

26 Commits over 31 Days - 0.03cph!

6 Months Ago
Merge from main
6 Months Ago
Submit navmesh display line material
6 Months Ago
Use submeshes instead of 2 separate meshes for nav triangles and nav lines
6 Months Ago
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
6 Months Ago
Reduce navmesh draw allocs again
6 Months Ago
Further optimize navmesh drawing
6 Months Ago
Optimize navmesh debug view
6 Months Ago
Complete client navmesh drawing
6 Months Ago
Make it possible for admins to see the navmesh
6 Months Ago
Add command to draw navmesh in game
6 Months Ago
Generate tiles in chunks to avoid potentialyl running out of memory on massive maps
6 Months Ago
Fix navmesh not generating properly with mesh colliders
6 Months Ago
Use more appropriate collision masks for navmesh geo gathering
6 Months Ago
Cache mesh colliders, replace lists with fpnativelists to avoid an additional copy when marshalling
6 Months Ago
Multithread filtering triangles out of tile bounds, and transforming the triangles from mesh space to world space
6 Months Ago
Fix fuel tank mesh collider not being readable
6 Months Ago
Remove some more allocations and add more profiling
6 Months Ago
Multi-thread navmesh building, making the recast side computations almost negligible
6 Months Ago
Separate navigation building steps so it's easier to multi-thread
6 Months Ago
Add option to build navmesh asynchronously, add more profile markers
6 Months Ago
Speed up navmesh generation by using arraypool instead of a massive buffer
6 Months Ago
Fix memory leak and add more profiler coverage
6 Months Ago
Add option to disable verbose log and add profiler markers, reduce gc allocs
6 Months Ago
Save and load navmesh as part of boostrap and saverestore flow, lower voxel size for tiles that only contain terrain
6 Months Ago
Display the navmesh as a mesh instead of a gizmo, remove runtime allocations
6 Months Ago
Add recast DLL with custom bindings