0ad/source/simulation2
Itms 128a603287 Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292.
However, using the terrain-only grid reveals one discrepancy between the
short pathfinder (which uses unit radii) and the long one (which uses
unit clearances). So I implemented the change proposed by sanderd17 in
#3294, which is removing unit radius and using only the pathfinder
clearance. Refs #3294
Now some tweaking has to be done in the templates, so that units get a
passability class suited to their apparent size. In the meantime the
unit motion is quite bugged.

This was SVN commit r16867.
2015-07-18 08:37:49 +00:00
..
components Use the terrain-only grid for terrain edges in the short pathfinder algorithm. This grid is updated on each terrain change, whereas the passability grid is updated once a turn. This caused OOS on rejoin, fixes #3292. 2015-07-18 08:37:49 +00:00
docs Happy New Year! :D 2015-01-02 14:22:23 +00:00
helpers Make the connectivity grid generation algorithm of the hierarchical pathfinder a bit less stupid. 2015-07-05 20:32:52 +00:00
scripting New long-range pathfinder. 2015-06-12 18:58:24 +00:00
serialization Handle (de)serialization of the AI pathfinder. 2015-06-24 20:24:58 +00:00
system XML validation. Based on patch by historic_bruno. Refs #245. 2015-06-07 21:56:52 +00:00
tests Do not serialize properties for Sets. Serialization tests for Map and Set. 2015-05-04 01:41:09 +00:00
MessageTypes.h New long-range pathfinder. 2015-06-12 18:58:24 +00:00
Simulation2.cpp Actually state the file instead of the directory in some error messages. 2015-06-21 18:46:33 +00:00
Simulation2.h SpiderMonkey 31 upgrade 2015-01-24 14:46:52 +00:00
TypeList.h Add a new Visibility component that will eventually allow scripted components and mods to influence an entity's visibility. 2014-11-04 20:53:25 +00:00