branchrust_reboot/main/server_occlusion_poppincancel
8 Commits over 0 Days - ∞cph!
Bugfix: ServerOcclusion - don't block visibility if there's one blocked string passage
This fixes edge-cases around hills, but there's still an issue of being able to see through hill - investigating
Tests: used player_occlusion_subgrids to test a bunch of paths
Debug: changed up player_occlusion_subgrids to render results from ServerOcclusion.Algorithm.Gather
- Gather now also marks if it used the neighbour passage or direct path or was blocked
- Gather respects various convars
Think I see what the problem is - my recent algo changes have a bug with neighbour passages. Investigating further
Tests: used above server var to visualize paths
Bugfix: LoadMapFile - assign Terrain layer to created terrain
Required for server occlusion
Tests: recreated the scene, now server occlusion cache generation works
Debug: ServerOcclusion - use manually controlled points to define a query in server-editor during playmode
- don't use cache, use phys queries directly (for what-ever reason cache is borked on this custom map, will investigate later)
Written as throwaway, will clean up at the end
Tests: visualized the path of one of the poppin cases
Redo of Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds
This stop my pc from exploding
Tests: used to spawn a small area around bug location
Undo of previous CL - too many files snuck in
Update: LoadMapFile - allow to optionally spawn prefabs only within user provided bounds
This stop my pc from exploding
Tests: used to spawn a small area around bug location
Update: augment serverocclusiondebug command to draw the path of occlusion query
Written as throw-away code, will clean-up later
Tests: used the command to debug, works with disabled ddraw instancing, but the data it displays looks wrong - investigating