-0055- Update to QF cvs of date 30-December-2004. -0055- Remove cgame side AI code. game dll is compatible with both splitmod and skelmod. Nodes aren't drawn now. -0050- BIG CHANGES: Removes automated nodes creation (temporary). MANY improvements in many aspects, as: Removed node types, added node flags. Added new bot JUMP movement (and link movetype). Added distance checks for finding long range goals (terrain maps should not be a problem now). Reworked AI CLASSES system: States machine, movement, attack... all them are class based now. It gives MUCH more freedom coding to each class. -0045- First steps into automated nodes creation (no, it's not aas support). Also improved jumpad-fly movement a bit. -0043- Don't add links while player is dropping nodes anymore. Let the code create the links without any human help. -0042- Nodes are edited client side now (command is AItools). Added authomatic JumpPad Nodes dropping & linking. The user doesn't have to care about any node which isn't of type move (blue) or swim(red) anymore. Grapple is still disabled from links for a time, tho. Client-side editor needs some cleaning also. -0041- Change nodes storage format so: Only standard nodes are saved into nodes files. Item, funcs, botroams and any other nodes which can be, are generated and linked to standard nodes at map load. This means that it's not needed to make a new nodes file when items change, will mean that nodes are going to be created clientside, and is a first step into dynamic linking of dropped entities. -0038- Initial A* pathing implementation -0038- - Bugfixes: Detected a new problem with movetypes storage. It's caused by eternal loops inside paths. Half-fixed by disallowed falling in the eternal loops, but the eternal loops are still created in the paths. Needs to be adressed (as far as I've seen, bots are navigating fine, tho. They won't select those paths). -0037- - nav files format version bumped (trying to reduce size). It still can read v6 format, but will write v7 only. GlutNavMaker010 makes the same. PLK file version remains unchanged. - Bugfixes: NodeOptimizer freezing at some maps when finishing the compilation is fixed. Overflow after map changes is fixed. -0036- Official QFusion R6 -small fix at path movetypes determination -0035- - Unify Link Types and Move Types. - Add initial grapple links support. - Big changes are happening at nodes storage for pathfinding. Nodes were dropped and linked straigth into the path table before. Now they are dropped and their links are stored as plinks. Nodes & pLinks arrays are created, leaving path table (nav.paths) untouched. This way plinks will only exist as a source for creation of paths, and can be freed after the job is done. I will also add the capability of saving the nodes+plinks (nodes files) as a nodes source file, so paths (navigation files) can be created from external programs, using different algorithms. - 'sv saveplinks' cmd saves plinks file. -0033- - monster support: Added indexed Q3ppms support, for monsters. -0032- - Initial monster support. Basically just a non client entity wich can navigate in the search of botroams and explode when killed. - b: a few tweaks in movement code -0031- - Platforms links fixed (at least by now). - Platforms movement fixed. - Teleporters support added. - Fixed a dedicated server bug crash cause of some entities failed to relink to it's nodes -0030- - Removed NODE_LAND, it's not needed anymore since the path creator will find fall links without the need of them. - Removed NODE_WATERJUMP. - Bumped nodes file version. -0029- - Improved bot roams support. Weights are supported now. Weights at item_botroam entities should be inbetween 0 and 100. -0028- - Update to QF cvs (new hud files needed). -0027- - Path moveTypes are set up by Link Types now. - Paths creation changed, so it is made by comparing links distances instead of node hops. The result is a much more precise shortest path selection. - Added special jump check to link types detection code. It detects falls from plat to plat with a 'hole' in between (it was detected as 'climb' before, cause it falled, and later climbed). -0026- - Fall links are found by the link creating code now, by making use of the more solid link types detection. After compiling the nodes file, the bot will be able to fall off ledges the player never did when creating the nodes. I'm pretty happy with how it's working, as the bots are surprising me with some good paths I didn't run. -0025- - Improve link types detection for validation. Working much better, but still some work to do on them (some types aren't supported yet, as grapple, plats or trains). -0024- - Update to QF cvs. -0023- - No more net packets failures at editnodes when too many entities were updated at once: Show Nodes moved to cgame, and reorganization in Edit Nodes. -0022- - Added initial bot roams support. All them with the same weight and only selected as goal if no item nor bot found. - Changed paths format to contain costs and moveTypes mask flags. - Added moveTypes masks for paths and bots. Each bot has a bitmask with the movements it can perform. Each path has a bitmask with the movements needed to run the path. The bot will ignore the path if it needs a movement not available for it.