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Integrate movement maps into the core #1
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Commit c3ab7d6819f0ca04d550549263d316607047ae28 added the Recast library into the build process. |
Commit 0721d0dc1584cb674d8b7fbe96ea9aea2a721b54 made Recast aware of the different navigation meshes used for MaNGOS maps. |
Commit c0c1571a3e4c741835a1ed4b8752a065e7fab337 added the changes to the map extraction tools, and also introduces the movement map generator in This is a change which is not backwards compatible. Extraction of all maps has to be redone with the updated tools, and old map files will no longer work. |
Commit 2481ca9c3324a6486fb50516c1cb6895310c7f8f contains the core changes required to support movement maps. This change also is not backwards compatible. There are a few open ends here which we'll correct, and - as pointed out by faramir118 - the extraction process needs to account for multiple map versions in 1.12 MPQ archives. One further requirement before this can be considered done is to properly document the process of using maps, and also describe the usage of recast, detour, and the recast demo application. |
Also need to solicit contributions to the default off-mesh connections list |
Probably a centralized location for that? Besides the need to document the how |
We should take some test's with offmeshes places. Also we should solve mistiq tile unloads on zero branch. And we have big problem with hover moments. When we used mmaps on some positions where 'stand fly' ( hover called in master now - exist ) we have recalculetion by z coord. And creature fade on flour. It ugly exploit and should be fixed. Priority: |
Movement maps by faramir118 have reached a stage where they should be integrated into the core, to provide for a broader spectrum of people using, and testing the system.
The goal of this is to integrate a clean, usable version of movement maps into the mangos-zero core, removing all the road bumps we may (or may not) hit while doing so.
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