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Akkadius 2018-12-30 14:50:16 -06:00
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 12/30/2018 ==
Akkadius (KLS):
# NPC Movement Overhaul
"Recently, we landed massive changes to pathing logic (Navmesh) with NPC's that took a while to iron out but has been
an immensely positive addition to the EQEmu server core. With that, it's made us realize how much some related
functionality needed to be addressed and that involves "NPC movement logic". We've been needing to address
NPC movement logic for years as it has been fragmented and inconsistent all over the code which has made
fixing actual movement related issues a nightmare. There are many other technical things that we can go
into about it but the important part is that it is much improved! Special thanks to KLS for putting in a
lot of work to make this happen"
- NPC's should now smoothly path between source and destination, rather than "skipping" all over the place between
path points and sending sometimes several position updates, there should only be one update until NPC
changes heading or speed
- NPC pathing during flee and fear should be far improved
- NPC pathing inside of water should be far improved
- NPC transitions between water and land should now be seamless
- NPC transitions over verticals (hills) should be smoother as well
- NPC "Stuck" logic during path finding should be improved
- NPC Z coordinate plane correction now occurs during path calculation projection properly (as it should) instead of
brute forcing the current Z location along different path projections
- Example: https://bit.ly/2Ssn4Yp
== 12/16/2018 ==
Akkadius:
- Implemented: Global Base Scaling: https://github.com/EQEmu/Server/wiki/NPC-Scaling