branchrust_reboot/main/new_navmesh_fixescancel

71 Commits over 30 Days - 0.10cph!

11 Days Ago
Do not calculate remaining distance twice
11 Days Ago
Optimize fsm wait for navmesh
11 Days Ago
Disambiguate rust nav mesh helpers
11 Days Ago
Merge from main
11 Days Ago
Update artifacts
11 Days Ago
Fix sample radius being insufficient to check if player is on navmesh
11 Days Ago
Fix leftover comment and stale dll
11 Days Ago
Optimize npc movement
11 Days Ago
Also fix allocs and stack overflow in navmesh load, fix potential leak, remove debug.break
11 Days Ago
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
12 Days Ago
Merge from main
12 Days Ago
Add build artefacts for all platforms
12 Days Ago
Remove debug.break left by accident
12 Days Ago
Fix tile seams not being perfectly aligned because of quantization
16 Days Ago
Fix bad merge for vine tree fix
16 Days Ago
Merge from main
16 Days Ago
FIx missing tiles because of too much height and too little cellHeight, causing spans to not have enough range
17 Days Ago
Change min region size to meters, include oom logs
17 Days Ago
Fix old tile remaining after failed tile rebuild, which will cause it to exist in native but not in managed, and be ignored by saves
17 Days Ago
FIx borders not being right now that we rely on only one physics query to decide if we build normal or hires
17 Days Ago
Fix tile bounds height being too larged when passed to create heightfield
17 Days Ago
Fix potential exception
17 Days Ago
Fix navmesh load failing because of invalid tile count, just because it has more than 10000 tiles which is possible
17 Days Ago
Cleanup unused variables and redundant comments
18 Days Ago
Speed up new navmesh gen by x1.6 - optimize height and alpha terrain sampling to avoid redundant bounds check / deep sea / wrapping / dispatches, have terrain meshing work inplace on the buffers instead of using pooled vertex and index pooled lists - avoid using rust native list, it's not really pooled it just reallocates the internal native array everytime it's unpooled, use custom one (may be overkill, will check later if native array is good enough), bypass pooling these by using [ThreadStatic] buffers - replace cancellation tokens with lightweight tileCancellation classes just wrrapping volatile bool, we just need the object reference to act as a build version to avoid locks and stale results, tokens are massive if allocated per tile and add complexity, and a lot of features go unused
18 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
18 Days Ago
Merge from main
18 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
18 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
18 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
19 Days Ago
Fix old AIs not fleeing when the player is unreachable
19 Days Ago
Fix old AIs being slower when new navmesh is enabled
20 Days Ago
Fix compile error
20 Days Ago
Fix scientists not spawning in some areas
21 Days Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
21 Days Ago
Prevent ghostships from checking mainland navmesh
24 Days Ago
Merge from main
29 Days Ago
Fix double navmesh on tropical island 1
29 Days Ago
Fix oilrigs and tutorial islands navmesh not working with new system
29 Days Ago
Merge from main
36 Days Ago
Fix code files affected by the asset subtract
36 Days Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
36 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
36 Days Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
36 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.
36 Days Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
38 Days Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
39 Days Ago
Merge from main
39 Days Ago
Reduce allocations in navmesh save/load
39 Days Ago
Only validate on load, no need to validate repeatedly