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
metalgearsloth
140f8f7647
AI reachable improvements ( #1595 )
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Deleted regions in some instances were being retained indefinitely.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-08-05 16:19:00 +02:00
metalgearsloth
7f0c379e87
Fix reachable merges ( #1550 )
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Turns out the last PR revealed another issue but this will fix #1547
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-08-01 14:13:44 +02:00
metalgearsloth
89e0925c32
Better AI reachable cleanup ( #1507 )
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Haven't profiled so can't say if it definitely fixes the leak.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-27 16:11:07 +02:00
metalgearsloth
4e1597eeb3
Fix AI mem leak? ( #1482 )
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Holy shit I'm dumb for missing that AGAIN.
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-25 21:27:24 -07:00
Acruid
c9374992a6
Converted everything to use collision and physics component interfaces.
2020-07-19 00:33:02 -07:00
Pieter-Jan Briers
11ad47303a
Fixes exceptions in AiReachableSystem on round restart.
2020-07-17 11:17:42 +02:00
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
metalgearsloth
a77f219515
Minor A* optimisations ( #1335 )
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* Add some extra comments
* Remove the redundant closedTiles variable
* Rename some variables to better match the common naming schemes
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-10 20:30:33 +02:00
metalgearsloth
8938d96402
Fix AI avoiding entities they can't collide with ( #1331 )
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Should stop mobs getting trapped at the bar on saltern as they try to avoid light bulbs
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-09 14:15:48 +02:00
Metal Gear Sloth
facaee0cab
Remove redundant method
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Not used anymore.
2020-07-08 21:12:23 +10:00
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
1d96adcc2c
Add Breadth-First Search pathfinder ( #1283 )
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Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com >
2020-07-08 01:41:41 +02:00
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