Patch notes - navmesh merge

This commit is contained in:
Akkadius 2018-05-28 00:59:02 -05:00
parent 8a911682bf
commit ac25d49a62
2 changed files with 17 additions and 2 deletions

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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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== 05/28/2018 ==
Akkadius: Fixed an issue where size 0 NPC's hop in and out of the ground at idle
Akkadius: NPC's now open doors within proximity given the door doesn't have locked requirements
Akkadius: #reloadallrules will now display zones that have had their rules reloaded to GM's
Akkadius: Zones should now respect "shutdowndelay" in the zones table at all times
Akkadius: Fixed an issue where boats would snap to the bed of the water of body
Akkadius: Added rule Aggro:NPCAggroMaxDistanceEnabled - defaults to true
Akkadius: Changed map directory load structure
- maps/base/*.map
- maps/nav/*.nav
- maps/water/*.wtr
- maps/path/*.path
KLS: Implemented navigation mesh
- All up to date maps and navs can be found https://github.com/Akkadius/EQEmuMaps
== 03/28/2018 ==
Kayen: SE_CastOnFadeEffect, SE_CastOnFadeEffectNPC, SE_CastOnFadeEffectAlway triggered spell will now hit
the correct targets.
== 03/07/2018 ==
Uleat: Added command '#ucs' to force a reconnect to UCS server.
- Works in place of client auto-reconnect packet in zones where feature is unsupported

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IPathfinder *IPathfinder::Load(const std::string &zone) {
struct stat statbuffer;
std::string waypoint_path = fmt::format("maps/{0}.path", zone);
std::string waypoint_path = fmt::format("maps/path/{0}.path", zone);
std::string navmesh_path = fmt::format("maps/nav/{0}.nav", zone);
if (stat(navmesh_path.c_str(), &statbuffer) == 0) {
return new PathfinderNavmesh(navmesh_path);