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Initial pathfinding should use BlockedByActor.All instead of Stationary #17527

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pchote opened this issue Dec 30, 2019 · 0 comments · May be fixed by #17531
Open

Initial pathfinding should use BlockedByActor.All instead of Stationary #17527

pchote opened this issue Dec 30, 2019 · 0 comments · May be fixed by #17531
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@pchote pchote commented Dec 30, 2019

From #17526 (comment):

Meanwhile, #16408 has made the problem worse on bleed, because units now ignore moving actors on the initial pathfinding. This means units in a blob will generally move along the exact same path and therefore collide more often. This is a good thing in the long run, as it allows us to separate high-level pathfinding from local avoidance behaviours. However, if the rest of the movement rework is still pending come next release, it would be better to change BlockedByActor.Stationary to BlockedByActor.All in the initial pathfinding so as not to make things worse than they already are.

@pchote pchote added this to the Next+1 milestone Dec 30, 2019
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