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Spawnable Humans and Action Programming #301
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…op for judging the fight state
…ate the Detection for the player human.
AutumnThyme
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No idea why this requires a comment now, I thought I've hit this button like 5 times now.
Look at the comments and resolve the issues.
Main takeaways here is that if AI humans are not in use, there shouldn't be any changes to the colliders, triggers, or logic. We don't want performance drops for features that are not in use.
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Also again I'm going to be very strict on this because I've already been burnt by people haphazardly changing the way the character works. Ultimately I just want to isolate what we have right now and keep a legacy character option. We can change other stuff but without this legacy option we're just going to for 1. limit what we can do and 2. constantly burn dev time to ensure compatibility. |
AutumnThyme
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Give me some time to do a test build and performance testing on this stuff.
If there are issues, this probably won't be in the immediate next update (though we will probably do a patch shortly after like after every big update so it would fit in there if the issues are resolved in time)
Everything else (code-wise) looks good.
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Hooks are phasing through titans and performance feels a bit worse. |
it seems the activation of titan’s colliders depend on HumanDection. The player human actually always has HumanDection, but I removed it on your advice (the awkward thing is, I thought it useless too..) and forgot to retest when only the player human is present. Anyway, I copied the original HumanDection from the main branch and added a separate AIHumanDetection for the AI. The issue appears to be fixed. |
Create humans from custom characters through custom logic; expose more human (AI-only) properties and atomic-level actions; flexibly control human actions through action programming.