branchrust_reboot/main/new_navmesh_fixescancel
21 Commits over 0 Days - Infinitycph!
Add navmesh to tutorial island
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
Potential fix for nav error logged during root motion
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
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
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
Fix old navmesh agent being enabled even when using new navmesh
Fix scientist chasing into water
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
Fix ai sense adding to a dictionnary while iterating on it
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
Log warning instead of error when no save file for navmesh is found