Hi All
As mentioned yesterday, I'm working on staff deployment to prevent those rare times when you are able to get them stuck or otherwise hamper the game. I made some good progress today and in the process optimised some laggy behaviour which some of you have pointed out in the past in the bug form.
Selecting between staff/cycling the growing perception ellipse rapidly and/or deploying staff to unreachable or impossible places no longer causes big CPU spikes.
Let me know if you spot any problems with staff deployment.
Build 316
-selecting staff with keypad when in build object mode allows staff deploy correctly
-optimise staff deploy: Prevent lag if attempt to deploy to unreachable cell
-optimise staff deploy: Prevent lag if attempt to deploy to void
-optimise staff deploy when finding closest spot to solid in deploy
-Prevent Build objects on staff flag or staff
-Can elective deploy staff to water lvl 2 plant
-Correct plant height masks
-optimised perimeter ellipse/circle growth when you select a staff member
-Larger radius collision check for staff displacement so will less likely displace to solid area if you build object on them
-if you are able to build on a staff and there is no where to displace, take staff off shift
-if staff is walking in void (ie you deleted the flow in their path or where they are about to go) staff despawn. NB: I will be aiming to cause staff paths to recalculate should you build in their path or edit concourse to prevent this happening and to prevent staff navigating into an object you have built in a spot they already decided to go to very soon
-fixed flower staff direction
-improved collision mask for grabbing and editing tunnel length
-commuters become lost on concourse only
