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View Full Version : 03/27/2022 Finalizer Sunday Update



Lolindir
03-27-2022, 01:23 PM
Finalizer Sunday Update

03/27/2022
The SWGEmu Development Division



[Fixed] AI generating patrol points in a navmesh on top of objects by checking there is a valid path
[Changed] Distance calcs in findNextPosition to not account for Z to prevent AI never arriving at next position
[Fixed] Escorts again
[Fixed] Tano isAttackable check allowing corpse AI to be attackable targets
[Fixed] Pets being attackable by AI
[Fixed] Missed file for pet attacking their owner
[Fixed] isAttackable check allowing pets to attack their owners
[Fixed] Mask scent & concealment not preventing non-aggressive AI from alerting
[Fixed] AI will no longer be able to be /pet into resting state while in combat
[Fixed] AI posture recovery will now properly handle AI lying down or sitting and entering combat
[Added] Wild creatures having a chance to enter resting state when pet by player. Mantis #8581 (https://www.swgemu.com/bugs/view.php?id=8581)
[Added] Wait delay after pet is resting so stand animation can complete
[Added] AI resting behavior
[Added] Chance for AI to rest by sitting or laying down while patrolling. Mantis #8580 (https://www.swgemu.com/bugs/view.php?id=8580)
[Fixed] Damage done from DOT effects counting towards loot rights
[Fixed] Vehicles attackable check to properly use their owner and prevented keeping players in combat with corpses
[Fixed] Stability issue
[Fixed] Bad spawn location for Dolac Legasi quest NPC
[Added] Harvesting movement state for droids
[Fixed] Harvesting droids not pursuing their harvest target
[Fixed] AI being able to attack players with a GCW faction onleave
[Fixed] AI attacking other dead AI
[Fixed] AI deathblowing players
[Added] Additional checks in aggressiveTo functions for invisible CreOs
[Fixed] TanOs seeing certain event perks as possible attackable targets
[Changed] cleaned up isAttackable and isAggressiveTo functions
[Fixed] Turrets broadcasting their aggressive bit when a player has a faction status change
[Fixed] AI following their prior targets after respawn
[Fixed] AI pathing to previous position after respawn
[Fixed] AI finishing path movement when combat is broken inside leash range
[Added] Methods to retrieve and use quest journal IFF files.
[Fixed] Edge case when two crackdown scans would simultaneously occur on a player and cause AI to get stuck following scan target
[Fixed] Issue removing bitmasks from AI breaking the other remaining bitmasks

Sound
04-01-2022, 06:49 AM
Thank you!

Respectfully; Sound