branchrust_reboot/main/ai_recast_integrationcancel

168 Commits over 639 Days - 0.01cph!

20 Days Ago
Fix set path earlying out incorrectly when called from SetDestination
20 Days Ago
Use cleaner getter for agent
20 Days Ago
Fix path follower ticking twice per frame in editor
20 Days Ago
Prevent path leaking when agent is destroyed
21 Days Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
21 Days Ago
Add todo comments
21 Days Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
21 Days Ago
Revert recent changes to new NPCs pathfinding component, they don't need it with the new abstraction around NavMeshAgent and NavMeshPath Port the new wolf as a test, works fine but unlike old NPCs does not support switching at runtime without throwing errors, to investigate
21 Days Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
21 Days Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
21 Days Ago
Route all references to unity navmesh to class with same API, to easily intercept and route requests to the correct navmesh depending on the convar Converted bear to be able to switch between unity and custom navmesh at will, has yet to port other old and new animals as well as all humanoids
27 Days Ago
Budget the main thread part of navmesh building
27 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
27 Days Ago
Fix incorrect cleanup on load fail
27 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
27 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
27 Days Ago
Fix crash
27 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
28 Days Ago
Prepare refactor to have multiple navmeshes in same world * new namespace for all new nav stuff to avoid confusion with old * separate global methods * navmesh instance methods * C++ wrapper methods * path helper methods * geometry helper methods
28 Days Ago
Prepare work on moving navmesh
28 Days Ago
Update rust native lib for all platforms to contains the new recast code
28 Days Ago
Merge from main
30 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
30 Days Ago
Fix animals running in circles
30 Days Ago
Fix compile errors from merge
31 Days Ago
Merge from main
43 Days Ago
Manually merge recast logic with new code
43 Days Ago
Update rust native dll
43 Days Ago
Fix bad merge
44 Days Ago
Merge from main
6 Months Ago
Fix compile errors
6 Months Ago
Merge from main
6 Months Ago
- properly embed navmesh saving and loading in SaveRestore flow - use proper override save/load path if set - use debugEx to not extract stackTrace when logging - respect nav_disable convar - fix empty tiles being null after loading from save, no tile should ever be null even if empty, this causes issue when queuing for rebuild at runtime - consolidate redundant code paths into navmesh init, and add tile - skip saving if navmesh was never built
6 Months Ago
Potential fix for ais getting stuck when the last point of their path lies on a boundary edge, and the last edge is perpendicular to it
6 Months Ago
Fix error when build happens before navmesh is initialized
6 Months Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
6 Months Ago
Follow Daniel's advice of merging two redundant code paths into one
6 Months Ago
Preserve meshCache old behaviour by adding submesh tris to another field
6 Months Ago
Cancel running tile building operations if the tile is re-queued
6 Months Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
6 Months Ago
Try a holistic approach to detect entities that can trigger a navmesh rebuild, remove component on foundation and barricade, fix navmesh not being rebuild sometimes after entity gets destroyed (collider still detected in same frame, or client collider picked up in editor), increase navmesh definition in and around player constructions
6 Months Ago
Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker
6 Months Ago
Remove logs
6 Months Ago
Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores
6 Months Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
6 Months Ago
Do not allow queueing again tiles that are actively being rebuilt, removes the need for locks on the hashset. Maybe we need to remove from the queue the tile, and add it to the end of the queue if someone asks to rebuild it again.
6 Months Ago
Replace concurrent queue and semaphore with blocking collection for job requests, and ConcurrentQueue with ConcurrentBag for job results (order does not matter)
6 Months Ago
Fix tile never being removed from dict if using sync mode
6 Months Ago
Reserve some background threads for the navmesh
6 Months Ago
- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement