branchrust_reboot/main/naval_update/navmeshsurface_optimcancel

16 Commits over 0 Days - ∞cph!

11 Days Ago
Clean: remove obsolete TODOs Tests: none, trivial change
11 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
11 Days Ago
Merge: from main
11 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
12 Days Ago
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
12 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
12 Days Ago
Update all ship trigger parent shapes to match the ship
12 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)
12 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
12 Days Ago
Merge: from main
12 Days Ago
Fix compile errors, re-enable navmesh obstacles on ships, disable navmesh surfaces on all the other ships
12 Days Ago
update from naval_update
32 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
32 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
33 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
33 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