Releases: caxanga334/NavBot
Releases · caxanga334/NavBot
Release list
NavBot 0.1.1-pr1
Changelog
- Added a convar to enable logging bot stuck events.
- When going up a ladder, bots will now crouch if the exit area has a crouch attribute.
- Added more control over nav mesh generation.
- Bots will now aggressively break obstacles on their path under some conditions.
- Fixed nav mesh editor data not being cleared before loading it from disk.
- Adjusted the navigator's obstacle detection trace hull size to avoid colliding with the ceiling when the bot is crouched.
- Added more checks for more edge cases when using ladders to prevent getting stuck.
- Patrol Behavior: Areas blocked to the enemy team are now ignored.
- Navigator: Bots will now try to open button operated doors automatically.
- SP API: Fixed nav blocker handles not getting registered.
- Added a new generic behavior for team deathmatch games.
- Reduced the cost multiplier for obstructed areas.
- Adjusted the auto door blocker for hanging doors.
- Exposed ClearStuckStatus to plugins.
- Fixed bots ignoring prop doors in the "AJAR" state.
- Implemented dynamic avoidance obstacles.
- Physics props are now registered as avoidance obstacles.
- Areas overlapping an avoidance obstacle are marked as obstructed, bots will try to avoid them.
- Avoidance obstacles are no longer created for debris physics props.
- Refactored the blocker API to prevent crashes.
- Improvements to water locomotion.
- Improvements to jumping.
- Improvements to ladder usage.
- Added a forward for bot stuck events.
- Added support for "push" ladders, commonly found in TF2.
- Added a cheat teleport off-mesh connection.
- Generic collect item task has been updated to handle useable and breakable obstacles.
- Bots will no longer crouch if a climb is planned.
- Improvements to obstacle detection while crouched.
- Updated inventory logic.
- Navigator will now always avoid prop_physics entities.
- Bots should no longer break explosive props on their path.
- Added a command/order API. Plugins can send basic orders to bots.
- Expanded the SourcePawn API.
- Fixed the random destination collector used by the generic roam task not ignoring blocked areas, causing bots to try to move to unreachable places.
- Added a per map nav mesh settings file, currently it allows to add custom door entity classnames.
- Fixed a bug in the code that searches for entities linked to the nav mesh.
- Added a distance filter when searching for entities linked by name.
- Improvements to door type detection for auto blockers.
- Door Auto Blocker: Locked open doors no longer blocks nav areas.
- Bots will now back away from doors when opening them.
- Improvements to Use Entity task obstruction detection.
- Fixed inverted logic for NoBaseCombatCharacter gamedata key.
- Made Weapon_GetSlot SDKCall optional.
- Unstuck teleports are now logged to SM log files.
Team Fortress 2
- Improvements to the TF2 nav mesh spawnroom detection.
- Updated to use the new TDM behavior.
Team Fortress 2 Classified
- Added support for importing nav meshes in TF2C.
- Updated TF2C gamedata.
Day of Defeat: Source
- Added a convar to force bots to use TDM behavior and ignore map objectives.
Insurgency: Modern Infantry Combat
- Fixed crouch detection in insurgency.
- Bots will now unprone automatically.
Zombie Panic! Source
- Restart bot behavior on round start to prevent bots from going to unreachable items.
- Bots trying to pick up weapons will give up if they can't reach the item.
- Added missing max item collect distance to the find weapon task.
- Increased zombie bots max drop height.
- Auto door blocker now checks if the door is operated by a team specific button.
- Bots no longer think they're stuck during the round starting freeze.
- Bots will no longer try to collect ammo if their inventory is potentially full.
- Added an objective scripting API.
Full Changelog: 0.1.0-pr1...0.1.1-pr1
NavBot 0.1.0-pr1
Changelog
- Added more natives.
- Fixed the nav mesh natives not returning NULL.
Full Changelog: 0.0.0-pr27...0.1.0-pr1
NavBot 0.0.0-pr27
Changelog
- Added an automatic nav blocker for func_brush entities.
- Expanded the SourcePawn API.
- Updated the SP API to use the new int64 address type.
- Refactored weapon dynamic priorities. (Weapon config files needs to be updated)
- Added a new dynamic priority, classname. Allows to adjust a weapon's priority based on what entity the bot's current enemy is.
- Refactored the sensor interface. (Should also make it less taxing on the CPU)
- Bots are now less aggressive at breaking obstacles on their path and will try to avoid them. (Configurable via mod settings).
Team Fortress 2
- Fixed a crash if the detected gamemode is MvM and the current map doesn't have a func_capturezone entity.
Day of Defeat: Source
- Bots will now use the combat behavior if they have a visible enemy.
- Added an automatic nav blocker for the team wall entities.
Zombie Panic! Source
- Adjusted the weapon config file.
Important
NavBot is now built against both stable and dev SourceMod branches.
You need to download the one corresponding to your current SM installation.
Some natives requires the dev branch to be used on x86-64 (64 bits).
Full Changelog: 0.0.0-pr25...0.0.0-pr27
NavBot 0.0.0-pr25
Changelog
- Added a ConVar to toggle drawing incoming one-way connections to nav areas.
- Nav areas can now be marked as cleared. This is used by the new patrol behavior for searching enemies.
- Added a generic patrol behavior for bots.
- Refactored how the combat interface handles scoping/deploying weapons.
- Refactored the attack enemy behavior.
- Small refactor of the enemy info sharing code to fix some issues.
- Fixed the bot getting stuck when dismounting ladders.
- Improved the obstacle break movement action.
- Added automatic nav area blockers for func_breakables entities the bots can't break (disabled on DoD:S).
- Added support for attacking breakables with damage filters.
- Small WeaponInfo Refactor.
Team Fortress 2
- Fixed bots trying to spycheck spies from their own team.
- Fixed a regression in the sniper behavior.
- When attacking, spies will now seek cover to uncloak.
- Fixed the wrong condition being checked to determine if the bot is scoped in with the sniper rifle.
- Zombie Infection: Zombies now uses the new patrol behavior to search for survivors.
- Removed an old deprecated roaming behavior only used by the TF2 bot, replaced with the generic behavior.
Zombie Panic! Source
- Added partial support for objective maps.
- Updated zombie behavior to use the new patrol behavior.
Day of Defeat: Source
- Bots will now use the new patrol behavior if they don't have any map objectives to complete.
Black Mesa
- Bot behavior was modernized. Bots will no longer try to collect unreachable items and weapons.
- Replaced the deprecated roam behavior with the generic one.
Full Changelog: 0.0.0-pr24...0.0.0-pr25
NavBot 0.0.0-pr24
Changelog
- Refactored the bot squad code.
- New: When the squad leader gets killed, a squad member will be selected as leader if possible.
- Added a configurable distance limit when forming squads.
- Refactored some of the nav mesh edit commands.
- Small refactor of the mod detection code. (Update your mod_loader.cfg file).
- Small refactor of the weapon config code. (Update all weapons.cfg files).
- Added support for two new games: Half-Life 1 Deathmatch Source and Counter-Strike: Source.
- Added an attribute to mark weapons as cannot be fired underwater.
- Added support for dynamic distance based attack delays on weapon as a form of very basic recoil control.
- Fixed a crash in the nav area place corner on ground command.
- Updated the
sm_navbot_infocommand to show the detected mod internal ID. - Updated
CGameRules::ShouldCollidegamedata for Team Fortress 2 Classified (Fixes a crash). - Fixed the nav mesh's automatic door blocker not working in certain scenarios.
- Removed the deprecated
sm_nav_no_hostagescommand. - Added a new command to toggle an attribute on nav areas to ignore automatic blockers (
sm_nav_no_auto_blockers). - More nav mesh edit commands will now kick and block bots from the game.
- Bots will now search for incoming grenade/projectiles and try to avoid them if needed (difficulty based).
- Fixed the ZPS survivor bots missing the base class logic when checking if they should dodge attacks.
Notes
- Some configuration files were updated.
Full Changelog: 0.0.0-pr23...0.0.0-pr24
NavBot 0.0.0-pr23
What's Changed
- 📃 docs:Correct path to .cfg file by @DNA-styx in #6
- 📃 docs:Update description of how to create off mesh links. by @DNA-styx in #8
Changelog
- Added a command to print nav blockers information.
- Added another command for placing nav areas on ground.
- Added dynamic run-time nav area blockers for door entities.
- Added support for importing RCBot2 DoD:S waypoints into NavBot.
- Added support for Insurgency: Modern Infantry Combat.
- Bots will now reload their weapons after losing line of sight to an enemy.
- Combat: Bots will now crouch if attacking an enemy below them with a melee weapon.
- Crash fixes.
- DoDS: Bomb plant and defuse events are now monitoried.
- DoDS: Bots no longer try to plant bomb on obstacles they aren't allowed to. These obstacles are also marked as dead ends.
- DoDS: Bots will now react to bombs being planted on objectives.
- Fixed a bug in the bot path processing.
- Fixed a regression in the bot's vision related to non-player entities.
- Fixed door nav blockers not ignoring disabled triggers, causing some issues in some TF2 maps.
- Game/Mod detection is no longer hard coded.
- Improvements to the bot's locomotion.
- Improvements to the bot's navigator.
- Mod settings now supports map prefix.
- Nav mesh scripting: Added support for setting conditions based on CBaseToggle derived entity relative position.
- Refactor workshop map support.
- Removed the built-in bot quota. This is now provided by third-party plugins using the extension's API.
- Some DoD:S refactors and improvements.
- TF2: Added a mod option to disable the 'mess around' behavior of bots during setup time.
- TF2: Added simple support for the tug of war gamemode.
- TF2: Automatically set spawnroom attributes on imported nav meshes.
- TF2: Fixed a crash if a payload race map doesn't have two payloads.
- TF2: Improvements to versus saxton hale.
- The map specific nav mesh place name database can now include another file.
New Contributors
Full Changelog: 0.0.0-pr22...0.0.0-pr23
NavBot 0.0.0-pr22
Changelog
- Internal refactor of how the bot handles combat.
- Improved support for Day of Defeat: Source
- Added support for Zombie Panic! Source
- WIP
- Very basic AI behavior but capable of completing rounds in survival.
- Objective is not supported.
- Added a command to merge two nav ladders.
- Added a command to dump the nav mesh in a human readable format.
- Added callouts: Bots will now report enemy positions in team chat if area names are available.
- Added more aggressive methods for unstucking a bot.
- TF2 bots will now collect Halloween spells if they have a spell book equipped.
- Restricted some nav mesh commands from being used if edit mode is disabled.
Full Changelog: 0.0.0-pr21...0.0.0-pr22
NavBot 0.0.0-pr21
Changelog
- Added a SourcePawn native for a simple build path function.
- Added support for some TF2 community vscript game modes.
- Added gamedata for Zombie Panic: Source.
- Added the option to import waypoints from RCBot2.
- Fixed a crash in the sm_navbot_kick command.
- Added binaries for the follow engine branches: Source 2006, Left 4 Dead, Left 4 Dead 2, CS:GO, Alien Swarm
Full Changelog: 0.0.0-pr20...0.0.0-pr21
NavBot 0.0.0-pr20
Changelog
- TF2: Refactored engineer behavior.
- Bot low health threshold is now a difficulty setting instead of a ConVar.
- TF2 bots may now retreat if at an numerical disadvantage (difficulty based).
- Adding missing touch spy detection.
- Fixes to the sm_nav_waypoint_toggle_flags command.
- Implemented usage of the "defend" and "roam" waypoint by shared tasks.
- Currently, "defend" waypoints are only used in CTF game mode.
- The "crouch" flag is also supported by a few tasks, including defending and sniping.
- Fixed every nav area getting a spawn room team assigned to it, causing issues with engineers.
- Improvements to line of fire checks.
- TF2 bot line of fire now uses the same mask used by TF2's hitscan raycast,
- Bots will continue moving towards their target if the line of fire is blocked.
- Disabled parts of the look/aim code that was causing problems. Should fix an issue where bots constantly switches aim target.
- Fixed pyro firing their airblast on dead players.
- Fixes bots not moving towards the control point if the trigger's center is blocked by world geometry.
- Small refactor of the ladder climbing code.
- Implemented the grappling hook for TF2.
- Implemented strafe jumps.
- Fixed TF2 medics trying to heal dead players with the crossbow.
- Added rogue behavior for bots (random chance to ignore map objectives).
- Added a command to import official nav meshes into NavBot.
Full Changelog: 0.0.0-pr19...0.0.0-pr20
NavBot 0.0.0-pr19
Changelog
- Added better support for non-standard weapon functions (mostly found on TF2).
- TF2: Pyros can now airblast projectiles and players.
- TF2: Demoman will now use the shield charge when possible.
- TF2: Medics can now heal with the crossbow.
- TF2: Better bot behavior in medieval mode.
- TF2: Refactored the engineer bot behavior.
- TF2: Engineers now uses the wrangler and rescue ranger.
- Improvements to the nav mesh.
- Fixed some bugs and crashes.
Full Changelog: 0.0.0-pr18...0.0.0-pr19