DT_NODE_PARENT_BITS has been changed to 19 in r2 and r5. All bit masks align 1:1 after this change. DT_NODE_STATE_BITS is confirmed to be 2 by r2's implementation of dtNavMeshQuery::isInClosedList. dtNode::flags is 3 bits as the bitmask constants compiled in after changing DT_NODE_PARENT_BITS, are identical for all enumerants of dtNodeFlags.
In the game engine, dtNavMeshQuery::m_queryFilter doesn't exist (the class is exactly 0x60 in size, and all members are confirmed and used. In CAI_Pathfinder, the next member next to m_navQuery is a static m_navFilter, which aligned perfectly against dtNavMeshQuery). Passing the filter in manually is also a better approach anyways.
Edge verts were checked to the incorrect ones in findEdge and overlapEdges, edge verts have been flipped. Also added note for tri flipping in rcMergePolyMeshDetails (this function is currently unused, but if it ever gets used, the note's should be confirmed).
Properly flip edge vertices during the build. This also reduces the final mesh size, and significantly reduced the reachability table size (static pathing).
Allow the user to reconnect to a server by running 'reconnect', this also allows for reparsing all client side scripts while debugging the game on a dedicated server.
The code assumed an extension of 3 characters, but .gset is 4 and is also supported, causing a trailing '.' as it only truncates the training 4 characters (including the null char). The code now searches for the extension delimiter and gets the actual model name regardless of the length of presence of an extension.
Used by the engine for AI wall running, but also other AI logic like move direction. This probably is some cached ref pos + yaw to save on computation in the runtime, and probably used to lerp the AI to the correct direction before jumping. Current implementation seems very close to original navs now, though, the original navs appear to have some yaw angles being rotated a bit, probably manual adjustments to make the AI face a wall that isn't perpendicular.
Also implemented debug drawing for the new ref positions, and made the start circle of the off-mesh connection red, and the end position green to make it easy what is what in bidirectional connections.
The sizes were correct, but some of the field offsets weren't. CBaseCombatCharacter also contained fields specific to CPlayer, these have been moved to CPlayer. CBaseCombatCharacter now aligns on all classes deriving from it (CAI_BaseNPC, etc..). Classes now align properly in the disassembler. Also added more static assertions to prevent mistakes.
A mistake was made thinking this was part of the struct, but the real change is that m_queryFilter is static in r5 rather than a pointer. Changing this in Recast is a big change however; reverted changes made in 1255629fcf5a0b0ca2140309ca891c79e2f24738 and 9049e61d34cb3f52627b8ca10f1b7da21e147ad9.
pointers were also nulled during the memset after the move to the dtQueryStruct in commit 9049e61d34cb3f52627b8ca10f1b7da21e147ad9. Created dedicated 'Reset' method.
Make it more obvious what we are loading and what not (instead of checking if its client only, check if the server should load it since the client needs everything). This will also make sure that we never load other lumps even if they are present in the VPK or disk (they aren't for dedi builds).
The 2 fields are actually a CBitVec of 64 bits, which under the hood is split into 2 32bit unsigned integers. Type reversed from abstracted script functions 'NavMeshNode_GetBooleanData' and 'NavMeshNode_GetBooleanData'.
Reverse engineered as part of reverse engineering class 'CInput' which is for a future commit. Singleton pointer has been exposed to SDK through the pointer 'g_pInputStackSystem'.
During port to new performant JSON utils system in commit a5e05d3996ae95876fcac09affeaa043a768e749, the typo was made causing EULA not to display during tests. Fix field name typo.
Should be chunk buffer, not block buffer; chunk is a part of a file (who's buffer is getting allocated here), block refers to the entire VPK data file.
Now uses new JSON member lookup utilities implemented in commit f6e93ee457876ce869ce04067fe9344ff81083ca. All lookups (typically 3 per member) have been reduced to 1 by caching and reusing all value pointers or iterators. Also added error strings for 2 missing error cases in CPylon::GetEULA(), previously it would only set the error string during fetch error, but not when the data is missing or the schema is incorrect.
This will be used to improve performance on the current RapidJSON implementation in the SDK by cutting out a lot of common operations (such as checking if a var exists and then getting it by name, automatically creating 2 expensive lookups).
New images are remade with vector assets to improve the quality on all resolutions of the icons. Previous ones reportedly looked pixelated/distorted on lower DPI's. Icon's contain resolutions for all Windows editions starting from Windows 7 until Windows 11.