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feature/NPC-walking-fixes #364

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feature/NPC-walking-fixes #364

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JaXt0r
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@JaXt0r JaXt0r commented May 24, 2024

What's done:

  • I changed lookup of end locations from Sphere Colliders of Waypoints/Freepoints to a Vector.Distance() lookup. Due to the fact, that some NPCs spawn directly next or inside a collider, which causes frictions. The new lookup is better aligned with original Gothic logic.

To test

  1. Spawn Grim (580) a few times and look if he walks into the music stage - if he just stands around the fire, we're fine. (Lowered search distance for a place to pee. Before the fix, he walked into the inner circle's walls to pee)
  2. Guard (214) should stay in front of door (Before the fix, he walked through walls)

@JaXt0r JaXt0r changed the title fix(NpcHelper): Lowered lookup distance. (Otherwise PEE fps will be s… feature/NPC-walking-fixes May 24, 2024
… now hit it as we leverage Vector3.Distance() (which is better, as some NPCs spawn next/in colliders already).
@JaXt0r JaXt0r marked this pull request as ready for review May 31, 2024 03:00
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Change NPC FP/WP/ZS_* collision behaviour from Colliders to Vector3.Distance checks
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