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Generated meshes are ~16 units below terrain (link).
Pets always spawn in front of the player, causing them to clip into walls and break pathfinding.
NPCs without a path to the player revert to default behavior, sometimes walking through objects (e.g., player jumps from a wall).
Edit: NPCs will now stops. Pets can follow their owner by jumping to the mesh below them. On partial paths, non-pet NPCs can jump to the last node of a reverse-path (from destination to NPC).
Recalculating a path (when the target being followed moves or when a pet receives a new order) may cause NPCs to leave the mesh due to coordinates rounding (DoL uses integers).
Edit: Probably wasn't the cause of the issue, but fixed anyway, raycasts are performed to avoid corner cutting.
Pathfinding is disabled when NPCs are very close to their target, often allowing them to walk through objects or leaving the mesh.
Edit: Pathfinding is no longer disabled. Movement is finalized using raycasts.
Door detection blocks NPC movement entirely if a door is on the path, even when alternate routes exist. Harmless in OF keeps, but problematic in NF keeps with breakable walls.
Edit: Partially fixed, they're allowed to look for one alternative path now.
Door detection sometimes falsely triggers if a path node is close to a door.
Pathfinding fails when start and destination are in different zones. Currently no known impact.
Won't fix.
Enhancements:
Non-pet NPCs should be allowed to go through keep doors to prevent XP exploits.
Use mesh water data for swimming animations. Current logic relies on a single zone-wide constant, which fails in zones with inconsistent water height.
Use closest polygon to fix NPC spawn points placed while flying.
Use closest polygon to enforce correct ground-target placement, preventing turret/GTAoE exploits. LoS may still be inaccurate if the player casts before the GT is corrected.
Use closest polygon to detect obvious position/fly hacks.
Support dynamic mesh updates so pathfinding changes when structures are destroyed or built (e.g., allowing NPCs to pass through after a wall is destroyed). Won't be needed, there are smarter ways to do this.
If no path is found, NPCs should stop instead of reverting to default behavior. Non-pet NPCs should become invincible after a few seconds and reset to prevent exploits.
Need to think more about this.
Issues:
Edit: NPCs will now stops. Pets can follow their owner by jumping to the mesh below them. On partial paths, non-pet NPCs can jump to the last node of a reverse-path (from destination to NPC).
Edit: Probably wasn't the cause of the issue, but fixed anyway, raycasts are performed to avoid corner cutting.
Edit: Pathfinding is no longer disabled. Movement is finalized using raycasts.
Edit: Partially fixed, they're allowed to look for one alternative path now.
Pathfinding fails when start and destination are in different zones. Currently no known impact.Won't fix.
Enhancements:
Support dynamic mesh updates so pathfinding changes when structures are destroyed or built (e.g., allowing NPCs to pass through after a wall is destroyed).Won't be needed, there are smarter ways to do this.If no path is found, NPCs should stop instead of reverting to default behavior. Non-pet NPCs should become invincible after a few seconds and reset to prevent exploits.Need to think more about this.