version history
V0.4.7
- tech pipes had capsulecolliders all scaled the wrong way, broke with rotation. fixed.
V0.4.6
- skipping object deletion for floodways_x_tile_3 (missing walls)
- thanks ribbit for reporting
V0.4.5
- an old poop resurfaced: blockgraphs in a floodways doubledrop plug, block mesh from and to the landing of the plug middle part. fixed again. meh.
V0.4.4
- first foray into enemyladders, added to the drillbit marker (r2a1 first zone right side), enemies can jump off the tall rock now
- some minor fixes to tech assets (r4b3, a few slivers removed)
- got report that AIG_SpecialTraversalNodes can fail if there are dimensions present. identified a minor wtf, patched, fixed.
V0.4.3
- DoH reported rundownx dv-1 z332 navmesh broken (thanks)
- a marker blocked navmesh from the above catwalk (gardens_concrete_wall_400x50x400_v02)
- telling it not to :)
V0.4.2
- geo_64x64_lab_reactor_ha_01 right-side plug has a reactor_hexagon_plate that can protrude thru walls of drop-plugs going down. disabled.
- thanks zander for reporting
V0.4.1
- mining storage_large_corridor_800_ha_07 did a stupid layer thing, blocked terminal. fixed.
V0.4.0
- fixes one of the cheese holes in geo_64x64x_data_center_hub_JG_02_v2 (cant hide under one of the stairs anymore)
V0.3.9
- noticed floodways sliver blockers to be added to wall shadow objects as well, had crazy positioning and dimensions. removed.
V0.3.8
- storage_open_1000x2000x800_ha_f had a juicy nocollision_blockgraph object under the floor
- fixing it, i default-layered too widely, led to lockers and pickups getting bjorked if spawned on it
- fixed, thanks oriontcb for reporting
V0.3.7
- service_gardens_jg_01 room b graphsource object moved x + 8 meters to fix one of the big markers from killing navmesh in the room (seen in modded levels mostly)
- fixed r8a2 drop nullref issue, u dont need lgtuner anymore, yay
V0.3.6
- r8a2 control room exempted from prop deletion, a wall went missing. weird.
- r8a2 hub, the pillar crossing the water, collider fixed by localscaling it x +0.3f
- readme appended with known problems
V0.3.5
- ghostlymire does precious work, thanks bud.
- r8a2 beeg hub tile partially broken due to sliver blockers going wack. removed. (quixotic b4)
- one of the tech gate plugs had some gaps, fixed
- one of the tech markers had 50% borken stairs, fixed
- one of the tech markers had a pillar with slivers inside, blockgraphed
- tech server_data_balls (really) had slivers, blockgraphed
V0.3.4
- bug in a mining marker, further interactables blocked. thanks for reporting oriontcb
- tuned dimension_desert_dune_camp_03 left side navmesh, much better
- right side still goes under-hill like a hobbit but will tweak later
V0.3.3
- fix to a few mining markers where interactables would break due to wrong layer. good catch ghostlymire.
- service/floodways wall blockers restored due to many slivers
- floodways sf 01 pit (and r8d1 variant) exempt from oob object cleanup, a few walls went missing due to over-reach
- a lot of small tweaks and fixes as per usual
V0.3.2
- negative scale or size boxcolliders (at least many of them) fixed
- enemy InCombat_MoveToTarget with sf-01 pit tiles made geo-specific (enemies have trouble navigating down / up when player is directly below/above 12+ meters)
- enemy InCombat_MoveToTarget navigation as a whole refined somewhat, depending on distance to target, new pathing done every 5 or 2 seconds instead of 5 times per second
- reduced debug level logging, only reporting amounts of assets fixed, not logging every fix / destruction
- fixed r8d1 pit tile graph source positioning, it negated the fix done in lgtuner already (only affected lgtuner+bcgf)
V0.3.1
- billions and billions of tweaks and fixes to marker objects and geomorphs
- gardens, techshell has a missing mesh, fixed
- gardens, registered in 2 more more LODGroups, fixed
- navmesh settings changed back, enemy hesitation addressed another way (InCombat_MoveToTarget tuned to a degree)
- barcode-decals (blood spatters, respawners, spitter backgrounds) fixed
- todo: fix [Warning: Unity] BoxColliders does not support negative scale or size -spam on service levels
V0.3.0
- tens, even hundreds of tweaks to various things
- a change on navmesh gen settings addressing reported enemy hesitation on navigating bigger distances and height differences
V0.2.9
- blockgraphing StorageDivider_Conc_4x4x1 was a bad idea (apex doors have them under the floor)
- sorryyy.
V0.2.8
- a tweak to navmesh settings, reconnects a few places that were cut with previous settings
- many many fixes to many many places
- extensive work on dimension_desert_mining_shaft, should work somewhat better
- mining env_plug_8mheight_elev6m_01 open drop plug: navmesh improved on the crossing (pillars resized and nographed)
- temporarily patching a few pouncer related functions to improve function when spawn behind closed weakdoors (r5a2, r7d1)
- snatcher patches going into snatcherbugfix eventually, will remove in future update
V0.2.7
- thanks mrpursona for reporting:
- fx3a1 secondary, one of the weakdoors blocked enemies in/out
- reason: geo_64x64_mining_storage_ha_07 Area B, markers 22 and 23 can cause the door to be blocked, eventho navmesh looks good.
- affected: all expeditions every rundown that uses the geo and those markers spawned block-objects (nearly all of them).. fixed.
V0.2.6
- extensive changes to settings and meticulous testing by me and ghostlymire (thanks very much)
- settings changed to be more optimal
- new blockers added
- exemption rules for specific blockers added
- markers moved to not interfere with navmesh graphing
- many objects resized or relocated + resized to make navmesh better in places
- 2 plugs moved to precisely center of geo to close gaps in walls / floor
- r8d1 aw_01 plug surgically altered to close gaps in wall and floor
- blockgraph objects added to many places
- in floodways/gardens (service), walls buffered with blocking collider objects to block navmesh from creeping under/behind (later disabled)
V0.2.5
- exception for samgeosv2 abberation exit tile, some missing corner floor panels, thanks ribbit for reporting
V0.2.4
- various tweaks to geos and markers across the complexes
- fixes to r8b2 dim2, navmesh doesnt extend thru the destroyed doors anymore
- r8b2 navgizmo looks funny in dim2 due to dim1 cliffs and rocks piercing dim2 floor " :D "
- r8d2 control room vertical beams produced navmesh-slivers even when blockgraphed, blocked with cylinder shenanigans
- floodways corner marker doesnt block alcove walls under the ladder-passage anymore (block extended to the top)
V0.2.3
- tuned some desert static tiles to be more sensible (inv walls in the correct layer, fixes navmesh)
- tuned many details on many geos and markers to remove some disturbance from the navforce
- patched lg_pillar generation to automatically blockgraph pillars as they are built
V0.2.2
- tuned the navmesh buildsettings some more, now we get a clean consistent grid with less in-wall mesh-islands
- billions and billions of tweaks and fixes and navmesh-blocking-pizza-boxes to many markers and geos
- added more props to navmesh-block-list, thanks ribbit & ghostlymire for informing on dem dirty propz
V0.2.1
- floodways bridge could brick a drop-plug (coming up to the tile), fixed
- samgeos v1 floods bridge tuned to not have navmesh on bridge struts (just like vanilla floods bridge)
V0.2.0
- panic patch, previous broke some vital functions regarding terminals and storage lockers/boxes on shelves
- this should work much better now, and added bonus: fixed a gap on refinery_room_large_X_2200x2000x2000_HA_04.prefab, better mesh yeses.
V0.1.9
- went from navmeshobstacles to layer mask "blockgraph". better. thanks auri.
- made some fixes to bridge tiles, no struts or slopes allowed.
- had to allow navmesh on lab pillars, r5c3 sf-hub built catwalks directly on them.
V0.1.8
- detail honing on floodways bridge i-tile, xy-tile and gardens i 01 (r7b1) .. unreachable navmeshed slopes cleaned up.
V0.1.7
- exceptioned a few props and tuned agentSlope a bit to fix an issue on a prelude tile.
V0.1.6
- RLC tile had navmesh issues, added a few exemptions to obstacle list
V0.1.5
- r8c1 navmesh fix from lgtuner moved here, fix ineffective on lgtuner alone. thanks ghostlymire for reporting.
V0.1.4
- navmesh tune-up added, configurable from configfile General -> NavmeshFix (boolean, default true)
- tunes the navmesh generating agent to have less than half the radius, reaching tighter spaces, resulting in a more granular mesh
- adds a lot of NavMeshObstacle components to props and furniture that should not have navmesh on top
- tunes a few geos and marker prefabs to have better floor (better navmesh) .. especially gardens should benefit from this
- tested by dropping into every vanilla level and tuning the obstacle addition / exemption list, fixing node leaks and broken ladders etc
- fixes r6dx stairs geo navmesh, those enemy-only ladders that never worked since r7, work fine now. technically lgtuner stairsfix is unneeded with this, that shuffled ladder works fine in its og position as the navmesh gets under it
- fixes r2e1 digsite room where the 90deg catwalk was unavailable for enemies, leading to cheese
- fixes digsite-tile with the slope cutting navmesh due to passage too narrow
- feedback welcome, in case of problems, do cconsole f1 navgizmo, try to look at props around the area where navmesh breaks, send screenshots to feedback channel
V0.1.3
- added exemption for geo_64x64_service_floodways_reactor_ds_02 (holes on the floor due to over-extending colliders deleting floor)
V0.1.2
- object deletion trimmed all sides but not the corners, leading to problems on autogen. fixed. (one example: samgeos tech exit)
- an elevator geo had out of bounds objects with names containing "floor", exempt from deletion, leading to problems on autogen, fixed
- requesting feedback if any geos break due to this deleting vital floor objects
- added exemption for geo_64x64_mining_dig_site_t_dak (used in autogen and a few others, borders a few meters OOB)
- ghostlymire reported problems with cconsole teleportation and IRF camera stuff (v0.1.0), patch removed
v0.1.1
- makes hexagon shaped bioscans fill the entire hexagon (off-center pentagon mask goes bye bye, hello Texture2D.whiteTexture)
- once again thanks ghostlymire for pointing this out
v0.1.0
- attempts to tweak irf rendering as per flowaria's instructions on #data-mining, at least for me helps a lot with FPs on gardens
- thank you flow for all you've done for us.
v0.0.9
- r8c1 objective room geo_64x64_tech_data_center_hub_jg_02 exempt from object deletion, no more missing wall/floor objects
v0.0.8
- rundownx compatibility, wrapped something in try - catch to not have a level nullspam.
v0.0.7
- added config option to disable the deletion of extra / decorative objects, doing only the cell fixing / cell padding thing
- fixed elevatorcargo items being invisible if levelgen dimensions are present. itemcullers are moved to the correct cullbucket after feet down
v0.0.6
- thanks ghostlymire for reporting. doesnt destroy static dimension geomorphs anymore. desert_cave_r8_01 and countless others should work better now.
v0.0.5
- noticed on cebdown c10, a tile somehow a modded tile had m_geoRoot null (Destroyed), this mod didnt survive, broke all levelgen with it. fixed.
- case-sensitivity problems on detecting certain objects (parts of gate setup for example), fixed. should not destroy gate components on the "cleanup of objects outside tile".
v0.0.4
r8a2 instructions (co-install lgtuner, u can remove dependent mtfo if not needed)
v0.0.3
much more tweaking, much more testing, much more function and better logic to cell assignment. ish.
v0.0.2
some more testing, some more function. actually deletes offending objects outside the geos. also creates a buffer of grouped cells around geos that are neighboring the void. should eliminate most borkencells. most.
v0.0.1
initial