branchrust_reboot/main/ai_recast_integrationcancel

275 Commits over 669 Days - 0.02cph!

44 Days Ago
Avoid repeated calls to Terrain.activeTerrain
44 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
44 Days Ago
Fix scientists not shooting most of the time
44 Days Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
44 Days Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
44 Days Ago
Temp fix for scientists not facing their target
45 Days Ago
Update scientist for new navmesh
50 Days Ago
Codegen
51 Days Ago
Merge from main
51 Days Ago
Fix croc diving and charging
51 Days Ago
Fix croc swim speed
51 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
51 Days Ago
Fix animals slowing down to a crawl when fleeing
51 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
52 Days Ago
* Fix wolf and tiger not jumping on foundations * Port sample position fix for ghostships to new navmesh agent * Re-add failed path vddraw
52 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
52 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
52 Days Ago
Fix tiger prowling and croc intimidation
52 Days Ago
Centralize all flags in npc networking component
52 Days Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
58 Days Ago
Remove ddraw
58 Days Ago
Fix tiger getting stuck when fleeing
58 Days Ago
Update stopping distances
58 Days Ago
Fix unnatural slowdown in some cases when path following
58 Days Ago
Add unitask assembly as dependency for tests
58 Days Ago
Codegen
59 Days Ago
Fix some compile errors, delete copy of unitask
59 Days Ago
Unitask metas appeared only after opening editor, committing that
59 Days Ago
Use bitwise and for entity flag checks like on main
59 Days Ago
Merge from main
59 Days Ago
Refactor path following, fix issues with animals, slow down after root motion anims remain, isReachable inconsistent, swim speed not handled
2 Months Ago
Refactor all fsms, wip
2 Months Ago
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
2 Months Ago
Fix one of the logs not being prefixed correctly
2 Months Ago
Fix RebuildTilesInBounds not working on independant navmeshes
2 Months Ago
Postfix all navspace Vector3 variables with "NS" and worldspace with "WS", ideally they'd have different types to prevent user error but that's a first step while we still support the unity navmesh
2 Months Ago
When updatePosition is true, the nav agent will convert from nav space to world space before applying the position
2 Months Ago
Fix potential issue if we spawned an npc on a moving navmesh after it started moving
2 Months Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
2 Months Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
2 Months Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
2 Months Ago
Remove all duplicated methods used for convenience that were forwarding to the main navmesh, agent now explicitely selects the navmesh they want to query
2 Months Ago
Reorder samplePosition arguments to be consistent with unity
2 Months Ago
Further unify APIs, the navmesh class itself is not the only one that cares about native API calls
2 Months Ago
FIx compile error, further api unification
2 Months Ago
Make everything go through the same code path instead of each calling the base API, to make it easier to apply changes in one place
2 Months Ago
Make recast API same as unity compatible API, remove implicit space transforms from recast api (will be in agent)
2 Months Ago
Add "canMove" field to independant navmesh (tropical islands don't move so don't need the overhead)
2 Months Ago
Make sure we always go through the agent for navmesh queries, never use the static queries, this allows us to perform the coordinate space change necessary for moving navmeshes
2 Months Ago
Make all queries check if they are in an independant navmesh volume before querying the main navmesh