Skip to content

Releases: DrakiaXYZ/SPT-Waypoints

1.6.0

27 Nov 03:45
Compare
Choose a tag to compare

Update for SPT 3.10.0

1.5.2

01 Oct 05:09
Compare
Choose a tag to compare
  • Tweaks to the Lighthouse navmesh to better allow bots to navigate to and from lighthouse island

1.5.1

20 Jul 02:39
Compare
Choose a tag to compare
  • Add new Woods navmesh

1.5.0

06 Jul 22:10
Compare
Choose a tag to compare
  • 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

25 Apr 05:22
Compare
Choose a tag to compare
  • 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

11 Apr 05:53
Compare
Choose a tag to compare

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

08 Apr 06:15
ba2ae66
Compare
Choose a tag to compare

Attempt to fix stuttering caused by BSGs pathfinding
Update Ground Zero navmesh

1.4.0

31 Mar 07:13
Compare
Choose a tag to compare

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

01 Dec 04:26
Compare
Choose a tag to compare
  • Fix issue where multiple loads of Streets would throw an NRE

1.3.3

27 Nov 05:24
Compare
Choose a tag to compare
  • Locked doors are now usable by bots once they're unlocked
  • Updated Streets navmesh:
    • Lexos mines now properly blocked off, no more suicide bots
    • Upper area of Lexos accessible to bots again
    • Escalator in new mall can be used by bots
  • Doors outside the usual AI cell coverage should now be usable by bots
  • Switch to 7-zip archives for releases