Alpha v1.0.0

Commits

All Rust commits from Facepunch

107 total commits for branch:
/

Member Avatar
Maverick06/03/202621:27:18
rust_reboot/main/ai_recast_integration (#145253)

Budget the main thread part of navmesh building

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202620:38:02
rust_reboot/main/ai_recast_integration (#145252)

Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202616:20:31
rust_reboot/main/ai_recast_integration (#145237)

Fix incorrect cleanup on load fail

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202616:18:23
rust_reboot/main/ai_recast_integration (#145236)

Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202615:22:52
rust_reboot/main/ai_recast_integration (#145226)

Fix tilesLoaded never being incremented, causing loading to fail

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202615:20:55
0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/03/202613:56:05
rust_reboot/main/ai_recast_integration (#145214)

Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/03/202614:31:45
rust_reboot/main/ai_recast_integration (#145095)

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

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/03/202613:58:53
rust_reboot/main/ai_recast_integration (#145092)

Prepare work on moving navmesh

1
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/03/202611:45:29
rust_reboot/main/ai_recast_integration (#145075)

Update rust native lib for all platforms to contains the new recast code

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/03/202611:41:42
rust_reboot/main/ai_recast_integration (#145074)

Merge from main

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick03/03/202616:20:13
rust_reboot/main/ai_recast_integration (#144941)

Fix path not logging to vddraw, fix animals always fleeing

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick03/03/202616:03:49
rust_reboot/main/ai_recast_integration (#144936)

Fix animals running in circles

1
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick03/03/202614:25:20
rust_reboot/main/ai_recast_integration (#144921)

Fix compile errors from merge

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick02/03/202618:18:25
rust_reboot/main/ai_recast_integration (#144842)

Merge from main

0
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick18/02/202619:01:09
rust_reboot/main/ai_recast_integration (#143776)

Manually merge recast logic with new code

0
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick18/02/202617:17:14
rust_reboot/main/ai_recast_integration (#143765)

Update rust native dll

0
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick18/02/202617:15:03
rust_reboot/main/ai_recast_integration (#143764)

Fix bad merge

0
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick18/02/202600:40:48
rust_reboot/main/ai_recast_integration (#143625)

Merge from main

0
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/10/202517:44:49
rust_reboot/main/ai_recast_integration (#133171)

Fix compile errors

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick06/10/202511:32:08
rust_reboot/main/ai_recast_integration (#133152)

Merge from main

0
3
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick02/10/202516:22:47
rust_reboot/main/ai_recast_integration (#132901)

- 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

0
3
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick02/10/202513:22:43
rust_reboot/main/ai_recast_integration (#132883)

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

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick01/10/202515:17:28
rust_reboot/main/ai_recast_integration (#132774)

Fix error when build happens before navmesh is initialized

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick01/10/202515:05:17
rust_reboot/main/ai_recast_integration (#132770)

Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick01/10/202514:10:44
rust_reboot/main/ai_recast_integration (#132761)

Follow Daniel's advice of merging two redundant code paths into one

0
3
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick30/09/202516:30:56
rust_reboot/main/ai_recast_integration (#132660)

Preserve meshCache old behaviour by adding submesh tris to another field

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick30/09/202516:07:42
rust_reboot/main/ai_recast_integration (#132656)

Cancel running tile building operations if the tile is re-queued

1
2
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick30/09/202510:36:54
rust_reboot/main/ai_recast_integration (#132576)

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

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick29/09/202519:11:01
rust_reboot/main/ai_recast_integration (#132521)

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

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick29/09/202517:46:15
rust_reboot/main/ai_recast_integration (#132518)

Fix meshes not being properly collected, log time when building navmesh synchronously, fix not accounting for biome specific ores when adding nav blocker

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick29/09/202517:16:43
rust_reboot/main/ai_recast_integration (#132516)

Remove logs

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick29/09/202517:15:57
rust_reboot/main/ai_recast_integration (#132515)

Move everything to ai namespace, delete unused classes, move navmesh params to own file, add more safety checks in native code when creating empty navmesh, also save/load pending build operations, ignore trees, add navblocker to ores

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick29/09/202513:08:11
rust_reboot/main/ai_recast_integration (#132442)

Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick26/09/202519:48:51
rust_reboot/main/ai_recast_integration (#132309)

Do not allow queueing again tiles that are actively being rebuilt, removes the need for locks on the hashset. Maybe we need to remove from the queue the tile, and add it to the end of the queue if someone asks to rebuild it again.

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick26/09/202519:43:40
rust_reboot/main/ai_recast_integration (#132308)

Replace concurrent queue and semaphore with blocking collection for job requests, and ConcurrentQueue with ConcurrentBag for job results (order does not matter)

3
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick26/09/202519:08:44
rust_reboot/main/ai_recast_integration (#132307)

Fix tile never being removed from dict if using sync mode

4
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick26/09/202518:24:29
rust_reboot/main/ai_recast_integration (#132302)

Reserve some background threads for the navmesh

2
0
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick24/09/202515:34:21
rust_reboot/main/ai_recast_integration (#131980)

- Get rid of recast demo space partition structure, after profiling deeper turns out it's slower in our use-case - Allow tile gen to be fully synchronous with no time slicing for easier profiling - Fix part of the world not generating - Re-add support for different resolution in monuments - Try out various methods of culling tris / mesh decimation, no perf improvement

2
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick22/09/202517:05:20
rust_reboot/main/ai_recast_integration (#131683)

Time slice tile rebuilding that happens on main thread

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick22/09/202513:56:22
rust_reboot/main/ai_recast_integration (#131653)

Fix loading code not assigning navmesh wrapper to the ptr after creating it, fix null tiles not being handled properly

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick20/09/202513:07:04
rust_reboot/main/ai_recast_integration (#131567)

Move saving/loading code to c#, fix potential issue when some tiles are null

2
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick19/09/202510:43:06
rust_reboot/main/ai_recast_integration (#131453)

Fix tile being added on background thread instead of main thread after refactor, fix tile being added twice

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick18/09/202517:14:17
rust_reboot/main/ai_recast_integration (#131384)

Test splitting tile building in steps instead of building at once from native code, to potentially be able to spread a single tile over multiple frames in case of runtime rebuilds, or cache intermediate building steps

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick17/09/202516:46:04
rust_reboot/main/ai_recast_integration (#131202)

Increase voxel resolution in navmesh tiles overlapping monuments, instead of having a different navmesh for scientists

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick17/09/202515:41:02
rust_reboot/main/ai_recast_integration (#131195)

First pass on dynamic nav obstacles

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick17/09/202514:25:29
rust_reboot/main/ai_recast_integration (#131175)

Prepare migration of entities currently having a navObstacleComponent

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick17/09/202510:48:15
rust_reboot/main/ai_recast_integration (#131103)

Use unitask for async operations

1
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/09/202518:04:19
rust_reboot/main/ai_recast_integration (#130194)

Tune generation param so that hires navmesh tiles have the same size as lowres ones, for easier stitching

2
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Member Avatar
Maverick05/09/202517:40:32
rust_reboot/main/ai_recast_integration (#130192)

- Speed up geometry collection (lots of culling was actually losing perf when done at scale and relying on recast chunkyMesh) - Fix terrain gen being very low res and not respecting alpha (go back to using existing baked terrain code we were using before)

2
1
Likes and dislikes cannot be added/removed here. Please go to the official Facepunch Commits site to do this.
Public Commit
Rust Utility Hub - Commits - main/ai_recast_integration