branchrust_reboot/main/new_navmesh_fixescancel

37 Commits over 30 Days - 0.05cph!

Today
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
Today
Prevent ghostships from checking mainland navmesh
4 Days Ago
Merge from main
8 Days Ago
Fix double navmesh on tropical island 1
8 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
8 Days Ago
Merge from main
15 Days Ago
Fix code files affected by the asset subtract
15 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
15 Days Ago
Attempt at also converting DungeonNavmesh, may need more work as it relies on massive bounds and passes the root objects to make the cost not balloon
15 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
15 Days Ago
Remove independant navmesh component from oilrigs, tutorial island, and tropical islands. The old monument navmesh component will dynamically switch to building disconnected new navmesh when off the mainland.
15 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
17 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
18 Days Ago
Merge from main
18 Days Ago
Reduce allocations in navmesh save/load
18 Days Ago
Only validate on load, no need to validate repeatedly
29 Days Ago
Add navmesh to tutorial island
30 Days Ago
Merge from main
30 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
36 Days Ago
Potential fix for nav error logged during root motion
36 Days Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
37 Days Ago
Merge from main
37 Days Ago
Fix compile error
37 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
38 Days Ago
Merge from main
38 Days Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
38 Days Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
39 Days Ago
Fix old navmesh agent being enabled even when using new navmesh
39 Days Ago
Merge from main
40 Days Ago
Fix scientist chasing into water
40 Days Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
40 Days Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
40 Days Ago
Fix ai sense adding to a dictionnary while iterating on it
40 Days Ago
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
41 Days Ago
Log warning instead of error when no save file for navmesh is found
41 Days Ago
Fix compile errors
41 Days Ago