Releases: DrakiaXYZ/SPT-Waypoints
Releases · DrakiaXYZ/SPT-Waypoints
1.5.2
- Tweaks to the Lighthouse navmesh to better allow bots to navigate to and from lighthouse island
1.5.0
- Update for 3.9.0
- Drop woods expanded navmesh for now, needs to be re-generated due to map restructuring
- Handle Ground Zero level 21+ map
- Disable GroupPoint patches, as BSG refactored that part of the code. Will need to see if it performs better
1.4.3
- Block barbed wire on Shoreline
- Fix navmesh break on Ground Zero
- Instead of copying the cached points to all bots, just reference our cached list directly
1.4.2
Further performance improvements when bots spawn
- Utilize a shared list of CustomNavigationPoints or all bots, there was no need for every bot to get its own.
1.4.1
Attempt to fix stuttering caused by BSGs pathfinding
Update Ground Zero navmesh
1.4.0
Update for 3.8.0 support
- Remove the capability to add new patrol points, and all associated code
- Implement new method of handling locked doors, to work with the new method of navmesh generation
- Add handling of special door types (Cargo doors on Labs, elevators on Labs, D2 door on Reserve)
- Add a workaround for the fact BSG doesn't enable door carvers any more
- Add a workaround for doors on some maps having a NavMeshObstacle instead of a NavMeshDoorLink
- Regenerate all navmeshes using a new method, will more closely resemble the BSG meshes but expanded for the full map
- Server mod is no longer necessary
1.3.4
- Fix issue where multiple loads of Streets would throw an NRE