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Slightly improve the formatting of 2024-08-03-3811.md #6394

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41 changes: 21 additions & 20 deletions docs/_posts/2024-08-03-3811.md
Original file line number Diff line number Diff line change
Expand Up @@ -16,25 +16,25 @@ BlackYps

- (#6339) Balance changes to the Fatboy

In general the Fatboy has been in an awkward position for a while now. With these changes we try to mitigate some of the perceived issues while preserving the identity of the Fatboy.
In general the Fatboy has been in an awkward position for a while now. With these changes we try to mitigate some of the perceived issues while preserving the identity of the Fatboy.

- The shield is improved to increase its survivability and durability on the battlefield.
- The shield is improved to increase its survivability and durability on the battlefield.

- ShieldRechargeTime: 120 -> 75
- ShieldRegenRate: 100 -> 200
- ShieldRechargeTime: 120 -> 75
- ShieldRegenRate: 100 -> 200

- The anti air guns are stronger and have more range to allow it to fend off stray air units.
- The anti air guns are stronger and have more range to allow it to fend off stray air units.

- Range: 45 -> 55
- Damage: 20 -> 40
- Range: 45 -> 55
- Damage: 20 -> 40

- The (collision) size is reduced by roughly 5% - 7% to make artillery less viable.
- The (collision) size is reduced by roughly 5% - 7% to make artillery less viable.

- UniformScale: 2.22 -> 2.15
- ShieldSize: 25 -> 24
- SizeX: 5.5 -> 5.2
- SizeY: 1.5 -> 1.4
- SizeZ: 8.0 -> 7.2
- UniformScale: 2.22 -> 2.15
- ShieldSize: 25 -> 24
- SizeX: 5.5 -> 5.2
- SizeY: 1.5 -> 1.4
- SizeZ: 8.0 -> 7.5

- (#6360) Increase the hitboxes of a wide range of units to fix them being able to evade torpedoes due to their hitbox being too shallow. Lots of units, such as ships or Cybran/UEF engineers, have part of their hitboxes below ground level to enable torpedo weapons to damage them when on water. Prior to this PR however, the hitboxes of many units were not submerged deep enough into the water, which caused torpedoes to not be able to hit them reliably. This was the case for almost 30 units, most notably the Cooper, but also all movable and immovable Sonars.

Expand Down Expand Up @@ -72,26 +72,27 @@ In general the Fatboy has been in an awkward position for a while now. With thes

- (#6329) Fix the selection box of the Uyanah (Seraphim T3 Lightning Tank) being unusually thin. Fix the life bar and selection box of the Vulthoo (Seraphim T2 Gunship) not lining up with its model. The Vulthoo was made physically larger in a previous patch.

AI - Fixed a bug with recording a platoon's plan and certain other platoon related logic
- (#6335) AI - Fixed a bug with recording a platoon's plan and certain other platoon related logic.

- (#6337) Fixed a bug where HotBuild keybindings did not reset to the first unit/building in the cycle when the key was pressed again.
- (#6342) Fix an error related to the blinking lights of structures

- (#6345) Fix a bug where the air-to-ground weapons of Bombers would break
- (#6342) Fix an error related to the blinking lights of structures.

- (#6345) Fix a bug where the Scorcher can freeze the simulation indefinitely
- (#6345) Fix a bug where the air-to-ground weapons of Bombers would break.

- (#6345) Fix a bug where the Scorcher can freeze the simulation indefinitely.

- (#6364) Fix the game crashing when enabling auto-overcharge with a non-Seraphim SACU selected.

## AI

- (#6292) Create base state machine files for AI engineer utility machine, update state machine for tml.

- (#6390) Fix a bug in the navigational mesh that could significantly slow down the simulation
- (#6390) Fix a bug in the navigational mesh that could significantly slow down the simulation.

When we generate a navigational mesh the map is split into areas of terrain that units can walk over. This is done for each of the four layers (land, water, hover and amphibious). Heightmaps can be noisy, and therefore there can be thousands of tiny (the size of a wall) areas scattered across the map. These areas are to be culled, reducing the number of areas to take into account by a significant factor. Think in terms of going from 6000+ areas to (usually) less then 10. The culling did not work however.
When we generate a navigational mesh the map is split into areas of terrain that units can walk over. This is done for each of the four layers (land, water, hover and amphibious). Heightmaps can be noisy, and therefore there can be thousands of tiny (the size of a wall) areas scattered across the map. These areas are to be culled, reducing the number of areas to take into account by a significant factor. Think in terms of going from 6000+ areas to (usually) less then 10. The culling did not work however.

Some computations of the AI take into account the number of areas. These computations would blow up with thousands of areas, significantly slowing down the simulation.
Some computations of the AI take into account the number of areas. These computations would blow up with thousands of areas, significantly slowing down the simulation.

## Contributors

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