Closed Lynx22330 closed 2 months ago
AKA removed the bit that turns on mob AI when something opens a door. Doesn't remove all of the door code lol
This needs to be looked into a little more so that Cyborgs, the AI, Players with Telekenesis, etc. Anything that can access the door at range can be applied too.
The description is dense to the point it's hard to read. Please re-write it. Line breaks are your friend. Also, a changelog is required for changes which a player will see.
The description is dense to the point it's hard to read. Please re-write it. Line breaks are your friend. Also, a changelog is required for changes which a player will see.
I don't know how else to place lines between them, as in, I don't know how github's formatting works cuz when I hit shift enter it just applies this sort of horizontal scrollwheel thing. As for the changelog, where is that displayed? As far as I can tell the changelog doesn't work in-game?
cuz when I hit shift enter it just applies this sort of horizontal scrollwheel thing.
Just press enter. Shift enter seems to have the same behaviour, but perhaps it's a local computer thing.
As for the changelog, where is that displayed? As far as I can tell the changelog doesn't work in-game?
It'd be shown in-game, but even if it isn't working, filling out the changelog is good practice to have. Assuming the workflows are working, PRs still causes the changelog (on the repo, at least) to be updated.
you should honestly remove this too, makes mobs perform too well
About The Pull Request
Makes it so that mobs sleep at random intervals to prevent them from causing a severe bottleneck on processing power when they all decide to sleep at once and when they all decide to scan their surroundings at once. By having this set between random intervals each time they sleep, it reduces the potential for lag spikes and allows headway for other mobs to be processed at once. This also allows mobs to remain active for longer durations as well and can also make them deactivate sooner, giving a sort of 'realistic' touch to it when mobs start to die down individually from a sort of adrenaline rush in a way, instead of every mob acting like a hivemind and just plopping down immediately. This PR also prevents mobs from waking themselves up by opening doors and only makes it so that players can open them. Mobs can and will still in-fight at round start, but I have reduced it as much as I possibly can by editing the map in a select few locations, replacing mobs spawns and changing where they spawn. Mobs also react much faster than previously, where you could typically walk up to a mob before their AI updates. Now it seems that their AI updates the moment they see you, at least in my local testing. This absolutely needs more attention however and for more people to look into this. Also. Insects, like roaches and spiders, no longer breathe atmos. I felt like that was indirectly stressing Atmos here, which we barely utilize to begin with. They can still die due to pressure however.
Changelog
:cl: tweak: Mobs now sleep at random intervals to reduce bottleneck on the server. tweak: Mobs can no longer wake themselves up by opening doors, causing them to stay awake forever. tweak: Mobs are alerted at longer ranges by players however to compensate. /:cl: