0ad/source/simulation2
wraitii f189172db6 UnitMotion hack to fix units being stuck near corners.
I think there is a small mismatch between CheckMovement & the vertex
pathfinder when computing passability because one is ray-based and the
other just uses edges. However, it's out of my reach to fix it for now.
This can lead to units being stuck near building edges occasionally.
This introduces an un-intrusive recovery strategy (aka a hack) in
HandleObstructedMove that should get the units unstuck.

Should fix #6114 (to a sufficient extent anyways)

Differential Revision: https://code.wildfiregames.com/D4162
This was SVN commit r25786.
2021-06-13 08:43:32 +00:00
..
components UnitMotion hack to fix units being stuck near corners. 2021-06-13 08:43:32 +00:00
docs Migrate DEFINE_INTERFACE_METHOD_* to the ScriptFunction wrappers. 2021-05-01 08:01:30 +00:00
helpers Thread the pathfinder computations using the task manager. 2021-06-03 16:21:28 +00:00
scripting Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
serialization Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
system Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
tests Fix atlas crash with RM capture the relic. 2021-06-07 18:48:16 +00:00
MessageTypes.h Add a simple 'pushing' logic to unit motion to improve movement. 2021-04-02 16:30:59 +00:00
Simulation2.cpp Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
Simulation2.h Adds std namespace to shared_ptr usages in scriptinterface and simulation. 2021-05-22 19:30:18 +00:00
TypeList.h Add a simple 'pushing' logic to unit motion to improve movement. 2021-04-02 16:30:59 +00:00