* add movement ai skeleton
Zone loading code is tested to load and read the correct values using logs. other ldf data is unaffected as I walked around crux and dragons/apes can still spawn and be killed.
* format
Speed is used in more waypoints than not so we may as well reduce repeated references.
tested that the data is still loaded as normal in avant gardens
Update Zone.cpp
Removes the singleton inheritance from dpWorld.
Tested that crux prime, nimbus station, avant gardens and nexus tower still use navmeshes and physics and that physics volumes are still collided with.
* Remove std::couts littered throughout the base
* working
End of optimizations for now
going faster
* Remove extraneous compare function
std::less<LWOSCENEID> already does this in a map.
* gaming
* Update Zone.cpp
* dlu is moving to bitbucket again
* Update Level.cpp
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Co-authored-by: Jettford <mrjettbradford@gmail.com>
* Logger: Rename logger to Logger from dLogger
* Logger: Add compile time filename
Fix include issues
Add writers
Add macros
Add macro to force compilation
* Logger: Replace calls with macros
Allows for filename and line number to be logged
* Logger: Add comments
and remove extra define
Logger: Replace with unique_ptr
also flush console at exit. regular file writer should be flushed on file close.
Logger: Remove constexpr on variable
* Logger: Simplify code
* Update Logger.cpp
* Add path height correction on world load
* Increase height because Nexus Tower is tall
* Update height checker
- Only go up and down, do not deviate from the point you are on
- As a backup, use the nearestPoint on the nearestPoly, should detour be able to find one.
- Add a debug assert to fail the program should toReturn differ from nearestPoint[1].
Update dNavMesh.cpp
Update dNavMesh.cpp
* Fix if condition to actually return the value...
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Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* fix: Properly read in scene metadata
* Fix reading in rental time and period from property path
* remove useless name in var
change hex to decimal so it's readable
fix scene transistion loop logic
* fix typoe and remove whitespace
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* Split out LUTriggers into it's own component
* some cleanup
* fix debug log
* use emplace and tryParse
* slight refactor to make the work on startup
rather than at runtime
Also TODO's for getting targets via all the possible methods
* address feedback
* moving branch
* Add deleteinven slash command
* Change name of BRICKS_IN_BBB
* Use string_view instead of strcmp
* Clean up include tree
* Remove unneeded headers from PCH files
Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files.
* Update Entity.h
* Update EntityManager.h
* Update GameMessages.cpp
* There it compiles now
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
* cleanup and define all unknowns in zone reading
fix for movement path config reading
* simplify reading and don't use intermediates
* fix spelling
* remove dup variable in struct
read to the proper name that relates to the enum
* First iteration of pack reader and interface
* Fix memory leak and remove logs
* Complete packed asset interface and begin on file loading replacement
* Implement proper BinaryIO error
* Improve AssetMemoryBuffer for reading and implement more reading
* Repair more file loading code and improve how navmeshes are loaded
* Missing checks implementation
* Revert addition of Manifest class and migration changes
* Resolved all feedback.