6 Commits

Author SHA1 Message Date
Kawe Mazidjatari
c64ebe12c2 Recast: fix incorrect renaming
Everything 'dtAlloc', 'rcAlloc', 'dtAlloc', 'dtFree', got renamed into 'rdAlloc', 'rdFree'. There were a lot of object allocators that used these suffixes which were not accounted for causing those to be renamed. Everything has been renamed back to their original names (excluding the actual rdAlloc/rdFree functions as these were supposed to be renamed).

No code logic was changed in this commit.
The accidental renaming was caused in commit fa8d89d287752782ebdd5d9563f04fa72ef0bee9
2024-07-07 17:25:42 +02:00
Kawe Mazidjatari
fa8d89d287 Recast: make assert and allocation code shared
All recast/detour allocation and assertion code were identical, with the exception of their names (rc* for recast, dt* for detour). We want to use Recast's rcVectorBase class in Detour code, as there is no Detour equivalent, but copying it in its whole isn't good practice (especially considering there is more boilerplate code we want to get rid of in the future). Moved these to Shared so Detour could use it as well under the name rdVectorBase (rd stands for Recast Detour). No changes to the logic of the code were made in this patch.
2024-07-04 11:32:56 +02:00
Kawe Mazidjatari
b7bca8e15c Recast: remove extraneous clamp for saltbits
Due to the change in 4ced95e2c111178a4127a663d95dc5c02e764d00, there are always 4 salt bits or less.
2024-07-02 16:12:56 +02:00
Kawe Mazidjatari
4ced95e2c1 Recast: properly calculate tile and poly bits during build
Tile bits should be 16, and polyBits 28 - tileBits. This is also the reason why the 'm_saltBits < 10' check no longer exists in the executable.
2024-07-02 14:18:11 +02:00
Kawe Mazidjatari
cc73d147fc Recast: implement off-mesh connection yaw angles and reference positions
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.
2024-06-30 17:36:01 +02:00
Kawe Mazidjatari
fd3e227a86 Align folder structure with p4 2023-09-19 22:13:22 +02:00