Garry's Mod

Garry's Mod

Terminator Nextbot
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Update: Aug 18 @ 11:57pm

Sweeping optimisations
Add bot profiling commands
term_debug_totaloverbudgetyields ( finds ambient lag caused by not enough yields )
term_debug_worstoverbudgetyields ( finds freezing caused by not enough yields )

They're very useful.
Used to do sweeping "optimisations", but really just yielded more in hotspots
Cache :PosThatWillBringUsTowards results for way longer
Add a simple fodder-only cache for :GetNextPathArea
Flood mark walkable areas way less for fodder enems
Properly reset .IsSeeEnemy variables, so they don't sit false as the coroutine thinks
Call :ForgetOldEnemies in correct place too
Slow down :FindEnemies calls for fodder bots
Skip wep.Clip1 checks in a couple spots
Remove duplicate :ForgetOldEnemies definition
Replace all obj:IsValid() calls with IsValid( obj )

Update: Aug 13 @ 5:20pm

Fixes/tweaks
Expose getFloorTr
Make posIsUnderDisplacement accept a second arg, dir
Fixes edge case of bots getting stuck outside "wraparound displacement" caves
Make RegisterForcedEnemyCheckPos return early for fodder npcs
Return early in GetNearbyAllies if informrad is 0
Make ladder "footstep" sounds more accurate for non-heavy bots
Increase superBadConnection costs

Get rid of .HasFists, just set .TERM_FISTS to false
Only bots with .TERM_FISTS will now attack blocking stuff like crazy
Make everything that calls "WeaponPrimaryAttack" give a lastShootingType
Be way less patient with fodder bots under displacements

Add system to filter out fodder bots giving shoddy intercepts
Generally do a little pass on the intercept sending logic

More yields in movement_stalkenemy
Get rid of duplicate ENT:SetupMotionType()

Lots of tweaks for prototype soldiers
Tweak footstep timing
Add "passive" holdtype state where the smart ones change weapon stance
Completely change movement_shootfromcover BehaveUpdatePriority "enemy too close" logic
Just gotopossimple with our velocity, with some sanity checks
Clamp coverpos search distance
Don't movement_backthehellup off of rooftops/cliffs
Stop early in movement_intercept if we see the new enemy

Update: Aug 12 @ 12:11am

CHECK .HASFISTS in givedefaultweapons

Update: Aug 2 @ 11:04pm

Get more info on this annoying error

Update: Aug 2 @ 8:43pm

try not killing/overriding the movement coroutine

Update: Aug 1 @ 4:44pm

Optimize awarness handler stuff + csoldier tweaks
Optimize awareness handler a bit, not many gains in there.
Just made like shooting explosive barrels to kill enemies faster only happen with non fodder + brainy enemies
stomp lastKnownStalkDist err

Fix soldiers potentially getting access to term fists
Fix alot of soldier "standing there" occurances
Make backthehellup a bit smarter, bail better

Update: Aug 1 @ 2:50pm

Fixes
Create dummy coroutine to kill thread instead of setting it to nil
Dont build varags in the TERM ERROR: ErrorNoHalt, server libraries might not expect multiple variables
Pass damage amount to FinishDying
And override dmg with FauxDamage inside FinishDying
Properly handle "corridor areas" autorefresh

Update: Jul 31 @ 9:17pm

Tweaks
Fix "Large" enemies crouching way too much
Kill in-progress motion stuff when we finish a task, fixes some "just standing there" behaviour

Err stomps

Update: Jul 31 @ 6:53pm

Small fix

Update: Jul 31 @ 6:42pm

Tweaks + Optimisations + Major pathfind fix

Polish JumpToPos
add ENT.Term_Leaps ent variable
True and bots will leap/jump in arcs

Make JumpToPos have collision checks before jumping, no more head bumps

Major pathfinding tweaks
Fixed A* "closing" already explored and validated areas
Was a particularly nasty issue, causing lots of junk unreachable flags

New system that makes A* follow historic, expensive paths.
Lets bots path faster, by letting their a* confidently explore historic path corridors, leading to overall faster path generation, especially with hordes of bots.
Make bots really stick to their path if they generate an expensive one.

Vastly improve comments for ENT.IsFodder, .IsStupid, .HasBrains, .CanUseStuff

Don't yield in StartTask :(

Make bot's fists actually respect FistRangeMul
_Index optimize getDamageTracker stuff

Various csoldier AI tweaks/simplifications/fixes
Use a simple cache for the GetCoverStatusOfPos func