diff options
author | Jeremy <Golrag@users.noreply.github.com> | 2019-04-07 20:15:40 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-11-26 22:43:48 +0100 |
commit | 4fcc4a330044e84baa1f58ff13e1b4ea7775eb66 (patch) | |
tree | 3841355e97bf9b905f1a1ae41a08dad5ea259c71 /dep/recastnavigation/Detour/Source/DetourNavMeshQuery.cpp | |
parent | fe0cff0caeda48cd49f5d3898607bdb34704b868 (diff) |
Core/Movement: Fix some undermap issues with random movement/fear/blink (#22937)
* Core/Movement:
- Only move to point if there is a path that is not a shortcut (which will make the unit move through terrain)
- Added new function to check if there is a vmap floor without search distance
- Units that can fly, are underground but far above the vmap floor will stay underground (bronze drakes in tanaris)
- Don't remove PATHFIND_SHORTCUT from path type in some cases
* Core/Object: Ignore UpdateAllowedPositionZ for flying units.
- This will make flying units go through mountains instead of going to the top and back to the bottom to reach you.
* Core/Object: Revert some changes and let MovePositionToFirstCollision deal with a position without ground
* Missing groundZ change for objects on transport
* use CanFly instead of IsFlying
(cherry picked from commit 9fcbd8f15d249070aabc25d48df86681e8ec3d11)
Diffstat (limited to 'dep/recastnavigation/Detour/Source/DetourNavMeshQuery.cpp')
0 files changed, 0 insertions, 0 deletions