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