Tag: #npc (10) Clear filter ×

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Save crash fix on main; SetSaveValue allows m_hGoalEnt and m_hPhysicsEnt; ladder dismount fix

Commit 7b6a89 on main brings the crash fixes (including saves), allows m_hGoalEnt and m_hPhysicsEnt in SetSaveValue and tries to account for info_ladder_dismount inside the ground.

Details
  • Fix crashes related to recent changes, including saves
  • Allow m_hGoalEnt and m_hPhysicsEnt in SetSaveValue; hEnemy is replaced by NPC:SetEnemy
  • Try to account for info_ladder_dismount inside ground
  • Fixed VPC writing debug files into the release config on Linux
  • Minor cleanup

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Crash from removed triggers fixed; Hunter pose parameter fix; VPC and gmad build for Linux64

Commit b9fc35 on main fixes a crash with inputs firing from removed triggers, the Hunter NPC's wrong lookup function and lets SetSaveValue set m_hStoredPathTarget; VPC and gmad/gmpublish now build for Linux64.

Details
  • Fixed a crash with inputs firing from removed triggers
  • Fixed the wrong lookup function in Hunter NPC code
  • m_hStoredPathTarget added to the SetSaveValue whitelist
  • VPC and gmad/gmpublish build for Linux64; VPC builds and runs for Win64; VPC colors on Linux; no CodeLite projects on Linux
  • Lowercase min/max macros removed so they don't interfere with C++ headers on 64-bit Linux
  • Minor Hammer code fixes

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Barnacle regression fixed, 3 bone weights for meshes, math_counter outputs, Autorefresh rework

Commit 280e7a on main fixes regressions in entity search (including Barnacles), allows three bone weights for procedural meshes, adds OnChangedFromMin/Max to math_counter and substantially changes Autorefresh error handling.

Details
  • Separate Linux client and SRCDS build scripts
  • Classname added to the CUtlRBTree overflow message
  • Fixed some regressions with entity search, including Barnacles
  • ErrorFromLua renamed to ErrorNoHaltStack; added CLuaInterface::FormatError
  • mesh.BoneData can be called with index 2 (weight ignored); Mesh() allows 3 bone weights and Mesh:BuildFromTriangles reads up to 3
  • Two new PhysFrame sub scopes: PhysFrame-CPhysicsEnvironment::Simulate and PhysFrame-VPhysicsShadowUpdate
  • math_counter gains OnChangedFromMin/OnChangedFromMax outputs and SetMaxValueNoFire/SetMinValueNoFire inputs
  • Improved Autorefresh error handling; fixed a memory leak with Windows auto refresh and symlinks ("hopefully without regressions, as the system was changed somewhat substantially")

Nak explains his navigation system's pathfinding

In #developer-talk, Nak explained his navigation system to Zemen. It runs a double A* search from start to goal and from goal to start, meeting in the middle ("a trick GPS use"). The search tracks polygon entry points, and the system reads the map's AIN info_nodes. NPCs such as the 200 antlions in his video run a "dumb" AI while waiting for a path, so they seem to react immediately.

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