Not going to sugar coat it, but maps (best Z, check line of sight) and navmesh (pathing) need priority (from discovery of Issue #46 and how it extends beyond to just that issue).
Additional time to focus on those systems will take the rest of Aries Stage 1.0. This will be pursued in 2.0.
Not going to sugar coat it, but maps (best Z, check line of sight) and navmesh (pathing) need priority (from discovery of Issue #46 and how it extends beyond to just that issue).
Additional time to focus on those systems will take the rest of Aries Stage 1.0. This will be pursued in 2.0.
also fixes mobs aggroing players who are invis/sneaking/hiding
The one outstanding item which probably should open as a new issue is that the aggro text color on mobs is still red despite your invis/hidden status
also fixes mobs aggroing players who are invis/sneaking/hiding
The one outstanding item which probably should open as a new issue is that the aggro text color on mobs is still red despite your invis/hidden status
I don't see any support for see invisibility line of spells (items should work if it has the see invis stat)
Not going to sugar coat it, but maps (best Z, check line of sight) and navmesh (pathing) need priority (from discovery of Issue #46 and how it extends beyond to just that issue).
Additional time to focus on those systems will take the rest of Aries Stage 1.0. This will be pursued in 2.0.
Moved to Taurus 1.0 due to other priorities
To Taurus 2.0! This will get done soon :)
LUA Functions Added:
CanSeeInvis(spawn,target)
SetSeeInvis(spawn,1/0)
SetSeeHide(spawn,1/0)
http://cutpon.com:3000/devn00b/EQ2EMu/commit/a25166ad8dc5077004b1251f5606a0273ec73e31
also fixes mobs aggroing players who are invis/sneaking/hiding
The one outstanding item which probably should open as a new issue is that the aggro text color on mobs is still red despite your invis/hidden status