branchrust_reboot/main/new_navmesh_fixescancel

145 Commits over 92 Days - 0.07cph!

3 Months Ago
Merge from main
3 Months Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
3 Months Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
3 Months Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
3 Months Ago
Fix old AIs not fleeing when the player is unreachable
3 Months Ago
Fix old AIs being slower when new navmesh is enabled
3 Months Ago
Fix compile error
3 Months Ago
Fix scientists not spawning in some areas
3 Months Ago
Fix waiting for navmesh check on island being inverted (only trying to spawn scientists when no navmesh is there)
3 Months Ago
Prevent ghostships from checking mainland navmesh
3 Months Ago
Merge from main
4 Months Ago
Fix double navmesh on tropical island 1
4 Months Ago
Fix oilrigs and tutorial islands navmesh not working with new system
4 Months Ago
Merge from main
4 Months Ago
Fix code files affected by the asset subtract
4 Months Ago
Subtract changes to scenes and prefab, as it caused an error in deep sea creation
4 Months 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
4 Months Ago
Make "IsBuilding" property behave correctly for MonumentNavmesh wrapping a new navmesh, allowing spawners to delay activating until the navmesh finishes building
4 Months 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.
4 Months Ago
Fix incorrect spawn navmesh sampling on tropical islands when using new navmesh
4 Months Ago
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
4 Months Ago
Merge from main
4 Months Ago
Reduce allocations in navmesh save/load
4 Months Ago
Only validate on load, no need to validate repeatedly
4 Months Ago
Add navmesh to tutorial island
4 Months Ago
Merge from main
4 Months Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
4 Months Ago
Potential fix for nav error logged during root motion
4 Months Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
5 Months Ago
Merge from main
5 Months Ago
Fix compile error
5 Months 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
5 Months Ago
Merge from main
5 Months Ago
FIx brief skidding after tiger or wolf finishes leaping back to the navmesh
5 Months Ago
Fix wolves and tigers enabling old navmeshAgent in new navmesh mode when leaping
5 Months Ago
Fix old navmesh agent being enabled even when using new navmesh
5 Months Ago
Merge from main
5 Months Ago
Fix scientist chasing into water
5 Months Ago
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
5 Months Ago
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
5 Months Ago
Fix ai sense adding to a dictionnary while iterating on it
5 Months 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
5 Months Ago
Log warning instead of error when no save file for navmesh is found
5 Months Ago
Fix compile errors
5 Months Ago