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AI breaks easily around crates #1252
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P2: Raised
Priority: Item has a raised priority, indicating it might get increased maintainer attention.
T: Bugfix
Type: Bugs and/or bugfixes
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Crates are ignored for pathfinding and they would only be used for collision avoidance. I'm not 100% on the cause but when the pathfinding is cancelled it can throw an exception if the game's lagging. I tried a few different things but didn't seem to be able to resolve it as I don't know enough about Tasks. |
Pretty sure this was fixed by the above pr. |
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* asteroids * frontier bg and neb * accidental double same layer * revert default to true default was used as testing since frontier's parallax wasn't actually set to the correct .yml due to mapping issues
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DoutorWhite
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…consistent with CM13 (space-wizards#1252)
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# Description This fixes some stupid math. Power attacks are now correctly slower than left clicks. Previously they were faster. # Changelog :cl: - fix: Power Attacks now correctly apply a penalty on swing speed, and are no longer faster than left clicking.
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Mecha resprite and Vim rework
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Labels
P2: Raised
Priority: Item has a raised priority, indicating it might get increased maintainer attention.
T: Bugfix
Type: Bugs and/or bugfixes
Crates seem to break the AI pretty easily.
Kept getting the above exception while having a couple AI chase me through a bunch of crates I had strewn about. Couldn't pin down an exact cause, I think the crates just sorta break the AIs pathing because once I got this exception the AI would just stop moving and wouldn't come back.
Also, AI won't open the crates to attack you if you're hiding in them. They could just open them but instead they'll just bang away at the outside of the crate.
@metalgearsloth
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