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
  • [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
  • [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