branchrust_reboot/main/naval_update/navmeshsurface_optimcancel
4 Commits over 0 Days - ∞cph!
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
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
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
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