DrSmugleaf
560f89b297
Fix AI crash when an entity is moved to an invalid grid ( #2507 )
2020-11-07 01:04:13 +11:00
DrSmugleaf
50bc61b672
Add IResettingEntitySystem for entity systems that do resetting cleanup ( #2257 )
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* Add IResettingEntitySystem for entity systems that do resetting cleanup
* You got a license for that submodule update?
2020-10-14 22:45:53 +02:00
DrSmugleaf
b64cb24059
Rename usages of collidable to physics ( #2230 )
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* Rename usages of collidable to physics
* high tier PANIQUE
* aaaaaaaaAAAAAa
* cursed commit dont research
* Fix urist and items being anchored
* Fix the rest
2020-10-11 16:36:58 +02:00
DrSmugleaf
753ca81865
Replace MapIndices with Vector2i ( #2228 )
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* Replace MapIndices with Vector2i
* Update da submodule
* AA EE II OO U U
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-10-11 15:21:21 +02:00
DrSmugleaf
48b61f6bcc
Replace every usage of GridCoordinates with EntityCoordinates ( #2021 )
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* Update RobustToolbox
* Transition direct type usages
* More updates
* Fix invalid use of to map
* Update RobustToolbox
* Fix dropping items
* Rename name usages of "GridCoordinates" to "EntityCoordinates"
* Revert "Update RobustToolbox"
This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.
* Revert "Update RobustToolbox"
This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.
# Conflicts:
# RobustToolbox
* Fix cursed IMapGrid method usage.
* GridTileLookupTest now uses EntityCoordinates
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com >
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es >
2020-09-06 16:11:53 +02:00
DrSmugleaf
4a8ed41e3a
Fix namespaces and optimize imports ( #1651 )
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* Fix namespaces and optimize imports
* Cleanup fixes
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
2020-08-13 14:40:27 +02:00
metalgearsloth
452a67032f
Fix the pathfinding leak ( #1647 )
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Off-grid entities were continually expanding the graph indefinitely which is... bad.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-08-11 17:36:40 +02:00
Víctor Aguilera Puerto
ec75baeede
Disables the AI Pathfinding system for the time being.
2020-08-10 03:33:05 +02:00
Acruid
c9374992a6
Converted everything to use collision and physics component interfaces.
2020-07-19 00:33:02 -07:00
metalgearsloth
51d08e8b05
AI Reachable system ( #1342 )
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Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-11 15:09:37 +02:00
Metal Gear Sloth
ae1c578e8e
Fix pathfinding entity deletions
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Also some slight optimisations in the process.
2020-07-08 21:05:27 +10:00
metalgearsloth
29f1730d71
Remove pathfinding graph node directions ( #1223 )
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Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-06-28 17:43:06 +02:00
metalgearsloth
805a5f1689
Refactor pathfinding updates and add AccessReader support ( #1183 )
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There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.
I tried to split these into 2 commits but they were kinda coupled together
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-06-22 18:55:50 +02:00
DrSmugleaf
ac19ad7eac
Fix crash when the round restarts ( #1161 )
2020-06-21 17:28:43 +02:00
metalgearsloth
5391d3c72a
Add utility AI ( #806 )
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Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com >
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com >
2020-06-18 14:52:44 +02:00