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May 1, 2020 - v0.126 - Major AI Update! In-City Zombies, Wild Life

May 1, 2020 - v0.126 - In-City Zombies, WildLife and AI

This is a very long awaited Update to W.A.R Let us explain why...
Because W.A.R Generates a City on the fly for new servers. When dealing with AI or Moving NPC Characters, there must be some sort of PathFinding or Navigation for a AI/NPC. Therefore because the environment is always different from server to server, The AI/NPC Navigation Generation Must be done after the Environment is Generated.

In Otherwords, We cannot Pre-Bake, Or Pre-Make this type of navigation. This results in a lengthy process when hosting Servers that utilize AI. It also required a Large Amount of RAM 8-12GB

That is the prime reason why In-City AI/NPC Navigation was not incorporated until Now!.

We have included some images of Generated Navigation in this update. In the Screenshots the Light Blue area is the "Walkable" area for an AI.

Developer AI Generation Images :

Since W.A.R Also has 30 Story Enter-able SkySrapers... We did not want to limit the ability for AI or enter or get to the 30th floor of a sky scraper...

So you can see from some of the Navigation Images the Multi-Floor Generation and Stairs Connecting them, to allow AI/NPC to walk around and enter buildings properly.

- ADDED - IN-CITY Zombie/Wild-Life Spawning Pathfinding and AI
- ADDED - 'maxzombies' Console Command ADDED
- ADDED - 'maxzombiesperplayer' Console Command ADDED
- ADDED - Warning Menu Popup when hosting a game.
- ADDED - Enable/Disable Wildlife Options
- ADDED - Over 200 Additional Lines of Debug Output for Call Stacks, so we can trace errors better
- ADDED - Settings and Exit buttons Added to Main Menu

*** FUTURE *** We Plan on taking some time to replace old networking code and update the networking framework for WAR with the next coming update.
*** FUTURE *** We Plan on working out some of the ongoing bugs with AI and networking and adding a couple more different types of wildlife, I.E Bears, Rabbit

*** INFO *** 70+ Standalone Builds were Built and Tested in production of this update.
*** INFO *** Approx Update Size 980.9 MB

- MAJOR - AI Pathfinding and In-City Spawning Completed. ** Please Read NOTES above **
Fix- AI NavMesh Generating not Generating all parts and pieces, Improper Angles and Improper Obstacle Avoidance.
Fix- NavArea Object Tracking System has been Completely Rebuilt
Fix- NavigationBuilding Hidden Static Singleton Errors Fixed (This would result in Duplicated and different NavMesh Generation Processes occurring)
Fix- Improper Terrain Spawn Timing for Dedicated Server, Resulting in Improper Navmesh Generation and weaving of City Objects
Fix- City Objects Not Weaving with Main NavMesh for AI Pathfinding.
** NOTE ** Benchmarks suggest at least 18GB of Usable Memory (24 Total System Memory) when Hosting a Server with AI and Generating City.
** NOTE ** When only spawning the City and AI/Zombies/Wildlife is Disabled 8GB Memory is Sufficient.
** NOTE ** Disabling AI and City Generation results in Required memory of only 4GB. (Textures and Programming)

- NavMesh Obstacle Added / Verified / Set Carve, on all Props, Objects, City Structures and Models Including but not Limited too...
- ModularScraper Floor and Lobby
- Roundscraper Floor and Lobby
- LScraper Floor and Lobby
- OverlookScraper Floor and Lobby
- FuelTankWrecked
- OldFlatBedTruck
- OldOilTruck
- OldWaterTrailer
- PoliceCar
- RustBucketCrashed
- RustyCar
- RustyTruck
- TankerTruckWrecked
- UtilityTruckWrecked
- WreckedAirtug
- Build System Objects
- Intersection Sets
- GroundRuins01
- GroundRuins02
- GroundRuins03
- IndianMarket and Sets
- BalconyBuildingSets
- BankSets
- BennysPostOfficeSets
- CornerShopsSets
- DoghnutShopsSets
- DowntownHospitalSets
- DowntownRipperBuildingSets
- DrugStoreSets
- GasStationSets
- LubedUpSets
- NineElevenGasSets
- OrangeCountyApartmentSets
- PoliceStationSets
- PublicStorageSet
- QuickStopSets
- SipNShitSets
- SlamsSuperMarketSets
- SplitWareHouseSets
- SucculentTastyDogsSets
- TurnerHouseSets
- UrbanHomeASets
- UrbanHomeBSets
- 2x4
- 2x4-45
- Bedroll
- BuildersBox
- Ceiling
- ChemLab
- CPULock
- Door
- DoorFrame
- FirePlace
- FlowerPot
- Forge/FirePlace
- Foundation
- FoundationSlope
- Generator
- Growlight
- HalfWall
- Ladder
- LargeStorageBox
- Plywood
- SmallStorageBox
- Stair
- Support
- Table
- TriangleFoundation
- Wall
- WallTorch
- WeatherBox
- Window
- WoodFence
... and Probably More, but that’s what was on our internal list -_-

- FIXED - Host Game UI has been revised, Options moved, and LoadGame and NewGame Screens Combined
- FIXED - "Everyones an Admin" Mode's Name has been changed to "Creative Mode"
- FIXED - fixed auto load in and disableondeath scripts being null
- FIXED - fixed save load error with OrangeCountyCondos Sets
- FIXED - fixed erros with wildpepermint having multiple object save scripts, and multiple network objects attacheted to its nested objects
- FIXED - fixed error with save system and AIPlayerDamage class
- FIXED - 'allplayers' commands have additional information, connect and disconnect times of players
- FIXED - Load Game Null reference errors Resolved, Objects from Third Party Network Sync Scripts, new Player Timers
- FIXED - Save Game Null Reference Errors Resolved for new objects.
- FIXED - Save Game Stack Overflow errors resolved when saving Zombie List Network Connection Information via player lists.
- FIXED - NetworkAnimators on AI and Wildlife would cause massive CPU Lag. Unity Networking Was Replaced to resolve this...
- FIXED - Host Game UI Panel Options Re-arranged
- FIXED - Wording / Logic of IgnoreBuildingRequirments and IgnoreCraftingRequirments -- These Options are now "BuildingRequirments" and "CraftingRequirements"
- FIXED - Growlights Emitting Burning Sound
- FIXED - Generator burning sound regardless of on/off
- FIXED - Generator UI Shows, Wood Icon as fuel, Removed icon
- FIXED - Storage UI and Inventory UI Quantity Number font sizes did not match. All Inventory HUD Button Parameters Matching, Verified
- FIXED - GrowingSeed Objects added to Spawnable Network Object Lists
- FIXED - Removed GrowingLight Debug Messages
- FIXED - Plant GrowthStage Handler Materials/Mesh's on Specific Plants were Null Due to Architected, Fixed and Updated Logic
- FIXED - Bow and Arrow Sounds Improved
- FIXED - Zombies/Wildlife Spawning when player disconnected. Resulting in Server Lag / Performance issues.
- FIXED - Fixed Crafting Window Size (Bottom items not showing)
- FIXED - Action Display Text Bug Fixed
- FIXED - Crafting Generator Icon Corrected
- FIXED - Cowboy Hat crafting Text had a newline in it resulting in tiny text
- FIXED - Remove ArrowBullet Trails, and Whizzing sound
- FIXED - FlowerPot Surfing - while placing flower pot the player collides with it
- FIXED - Removed OnTrigger Messages for grow Lights
- FIXED - Enlarged Particle Systems on Forge/FirePlace
- FIXED - Growlight Sound Playing even when not on
- FIXED - Wood Fence and Other Buildable Objects have been tested for Realtime NavMeshObsticals
- FIXED - Buildable Distance has been doubled to allow easier use of placing objects.
- FIXED - Zombie/WildLife Network Animations would not sync/work. This system has been replaced and is now working. More to come.
- FIXED - Stone Hatchet Inventory Sprites Updated
- FIXED - When firing Bow/Arrow, Animation bools were auto settings and causing aiming issues.
- FIXED - Arrow Crafting Icon was incorrect
- FIXED - SipNShitSetD - Bar Stool Scale Adjusted
- FIXED - ModularScraperFloorSetC-FoldingTable Scale Adjusted
- FIXED - DoughnutShop-FoldingTable Scale Adjusted
- FIXED - HeavyMetal Boulder Old Sync Scripts Removed
- FIXED - SandStone Boulder Old Sync Scripts Removed
- FIXED - SipNShit - Old Sync Scripts Removed
- FIXED - Slams Supermarket - Old Sync Scripts Removed
- FIXED - NineElevenGas - Old Sync Scripts Removed
- FIXED - CornerShops - Old Sync Scripts Removed
- FIXED - Added "Building Navmesh Information" and Other output to loading screens
- FIXED - Wolf AI not taking damage or dying
- FIXED - ModernBuildingSetC Single Chair was Too Large
- FIXED - Wolf AI Models Resized
- FIXED - Zombie and Wildlife Spawning Systems Separated, for more control over each group.
- FIXED - Refactored 'showfps' command, no longer requires value of true/false (Ex. 'showfps' will now toggle, instead of old way 'showfps '
- FIXED - MobileHome2 WoodStack Spawners location was incorrect/floating
- FIXED - "Poppie" item spawning in Storage Objects was incorrect, resulting in blank icons
- FIXED - Thousands of Orphans Objects Cleaned up on Client Instances when connecting to a server (NOS Objects)
- FIXED - Additional Shadows Disabled on internal or culled items, Elevators Props, Chairs, Some foliage.
- FIXED - New Zombie Models Causing Errors while trying to disable Body parts.
- FIXED - Wild Plants would not provide seeds
- FIXED - AI, Zombies/Wildlife would not spawn on player rejoin
- FIXED - Public Houses and Public Storage had spawner options improperly set (DestroyOnComplete)
- FIXED - SuperMarket Spawner options improperly set (DestroyOnComplete/Continuous Spawner)
- FIXED - ModernBuilding Spawner options improperly set (DestroyOnComplete/ Continuous Spawner)
- FIXED - OldDiner Spawner options improperly set (DestroyOnComplete/ Continuous Spawner)