branchrust_reboot/main/ai_recast_integrationcancel

275 Commits over 669 Days - 0.02cph!

2 Months Ago
Fix FindNavmeshesInBounds not working after movable navmesh moves away
2 Months Ago
Handle "moving" navmeshes (reprojecting from world space to navmesh space), allow debug visualizing them with the correct current transform not just their static version
2 Months Ago
Add debug drawing for cell coordinates and build status
2 Months Ago
First pass on disconnected navmeshes (eg tropical islands)
2 Months Ago
FIx isStopped incorrectly clearing path, path is cleared on disable instead
2 Months Ago
Fix potential nullref in SetDestination Fix updateRotation not being used properly Use private members instead of getters internally, to avoid unwanted redirection Fixe Move not using correct navarea for raycast and sample
2 Months Ago
Better keep state of unity navmesh agent and custom navmesh agent in sync, fix offset being applied twice
2 Months Ago
Fix set path earlying out incorrectly when called from SetDestination
2 Months Ago
Use cleaner getter for agent
2 Months Ago
Fix path follower ticking twice per frame in editor
2 Months Ago
Prevent path leaking when agent is destroyed
2 Months Ago
Port tiger, panther, croc and naval scientists Will need thorough testing
2 Months Ago
Add todo comments
2 Months Ago
Remove GetCornersNonAlloc helpers and intermediate buffers
2 Months 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
2 Months Ago
Port old oilrig scientists, just to check that monuments properly support switching navmesh back and forth, will port all other old scientists later
2 Months Ago
Port polar bear, boar, chicken and stag Properly take into account "base offset" property use on chicken and stag
2 Months 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
3 Months Ago
Budget the main thread part of navmesh building
3 Months Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
3 Months Ago
Fix incorrect cleanup on load fail
3 Months Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
3 Months Ago
Fix tilesLoaded never being incremented, causing loading to fail
3 Months Ago
Fix crash
3 Months Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
3 Months 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
3 Months Ago
Prepare work on moving navmesh
3 Months Ago
Update rust native lib for all platforms to contains the new recast code
3 Months Ago
Merge from main
3 Months Ago
Fix path not logging to vddraw, fix animals always fleeing
3 Months Ago
Fix animals running in circles
3 Months Ago
Fix compile errors from merge
3 Months Ago
Merge from main
3 Months Ago
Manually merge recast logic with new code
3 Months Ago
Update rust native dll
3 Months Ago
Fix bad merge
3 Months Ago
Merge from main
8 Months Ago
Fix compile errors
8 Months Ago
Merge from main
8 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
8 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
8 Months Ago
Fix error when build happens before navmesh is initialized
8 Months Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
8 Months Ago
Follow Daniel's advice of merging two redundant code paths into one
8 Months Ago
Preserve meshCache old behaviour by adding submesh tris to another field
8 Months Ago
Cancel running tile building operations if the tile is re-queued
8 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
8 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
8 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
8 Months Ago
Remove logs