userDaniel Pcancel
branchrust_reboot/main/naval_update/navmeshsurface_optimcancel

12 Commits over 0 Days - ∞cph!

19 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
19 Days Ago
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
19 Days Ago
Merge: from main
19 Days Ago
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
20 Days Ago
Bugfix: Ensure NavAgent properly initialzied when trying to spawn on a detached navmesh Tests: spawned ghost ship, AI started patrolling and running around to shoot me when spotted
20 Days Ago
Bugfix: SpawnGroup now applies entitie's world<->navmesh transformations when picking a spawn point Tests: Spawned ghostship - all NPCs spawned, but not moving (likely my other experimental code borks it)
20 Days Ago
Update: DynamicNavMesh allows to exclude specific navmesh source roots - Ghostships register to be excluded, since they have their own baked navmesh - [editor-only] Added logic to exclude all roots from the client scene This CL also has some temp ghostship debug code (offsets navmesh to validate it) Tests: in water world spawned a GhostShip and enabled AI - only backed navmesh popped into existence. AI didn't spawn - need to investigate next
21 Days Ago
Merge: from main
40 Days Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
40 Days Ago
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods Incomplete work(need to expose transform matrices), will return after bugfixing Tests: none
41 Days Ago
Update: LimitedTurnNavAgent sets npc's position via helper functions - ScientistNPC2 overrides it to optionally map on to the detached navmesh if it's on a ghost ship - LimitedTurnNavAgent uses navmesh positions to calculate steering to waypoint in FaceTarget mode (think it was the original intent anyway) There's a bunch more code that needs to be converted just to be safe with strong waves Tests: spawned ghost ship away from craggy, enabled AI, and ran around to different areas - scientist caught up, were able to shoot me
41 Days Ago
Update: GhostShip spawns navmesh instead of NavMeshSurface - Disabled NavMeshSurface on GhostSHip prefab (will need to do it for the rest later) This stops NavMeshSurface constrantly running add-remove navmesh every server frame. Need to figure out how to tie it to NPCs Tests: visualzied navmesh in editor via gizmos, checked profiler to not see any more NavMeshSurface::UpdateActive calls