branchrust_reboot/main/ai_recast_integrationcancel

26 Commits over 31 Days - 0.03cph!

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