Changelog:
[x] New monster: Bug queen (or Mother bug) [x] Fix path finding and movement for ground mobs [x] Bug queen should spawn a flying bug when player is close [x] Limit number of active flying bugs spawned by the queen [x] Flying bugs are leaning to the right (flying bug coordinate system is wrong!) [x] Allow movement to random points within cells [x] Bug queen should not target player! [x] Remove monsters that have invalid pos and invalid targets! [x] Flying bugs should deaccelerate to a point above the queen and then accelerate towards the player [x] Add "lips" to bug queen [x] Add high priority targets (less deviation from path) to monster movement [x] Add support for initial inpulse vector to monster movement [x] Bug queen teeth are too big! [x] Mother bug is floating half a block above ground [x] New monster: Snake. [x] Snake should be able to "walk" on any surface (vertical, upside down) [x] Monsters should move through plants. Not over. [x] Snake should only attack player in sruvival mode [x] Changed several building parts to make distant mountains a bit more "smooth". [x] Flying bugs should only target player in survival mode [x] c2 base building part was missing in some cases [x] Updated most of the rock4 parts with a more rounded look [x] Updated most of the rock5 parts with a more rounded look [x] Updated most of the rock6 parts with a more rounded look [x] c and c2 rock4 rock parts now work as a unit [x] add cfb parts for rock5 [x] Fix colission between caves and streams [x] rock5 c parts should be used when there is no c2 rock part behind [x] Fixed some cases where the mesh extraction created holes in the world for higher lods. [x] Fix particle positions when destroying mobs [x] Flying bugs should sting player when close [x] Snake should hit player when close [x] Mouse over mobs should show their health [x] Fix monster health points [x] Bug queen player close warning sound [x] Snake head mesh [x] Snake body part mesh [x] Flying bug attack sound [x] Monster should loose speed when hit [x] Monsters should move faster when attacking [x] Monsters should recover speed after hit (set max speed on def) [x] Snake gets stuck going from attack to normal path finding [x] Bug queen lips color should be brighter variant of its body color [x] Snake floats half a block over the surface when in attack mode [x] Snake pattern and "belly" should be brighter variant of body_color [x] Monster impulse should fade every frame [x] Snake should try not to intersect itself (use monster collision logic?) [x] Handle monster collisions (read current world state into movement buffer) [x] Add Snake spawn positions building part (use fish spawn? yes) [x] Make fish spawn logic generic [x] Snake spawning [x] Mother bug spawning [x] Player hurt sound when hit by monster [x] Snake tail mesh [x] Seasons should be part of the biome type! done! puh... [x] Mob colors should be based on the biome where it was spawned [x] Path finding is too slow in some cases. Use caching of world data to speed things up! [x] Keep track of highest detailed blocks when loading block cache [x] Add sting to flying bugs [x] Valid mob colors are missing for Tropic and Sea biomes [x] Solve random path finding in several move iterations for bigger mobs. Done! puh! [x] Interpolate body parts targets for smoother movement [x] New monster: Enigma (large snake/dragon like sea creature) [x] Enigma body mesh [x] New console command: gametype [x] Enigma should attack player when close [x] Use compressed block cache for bigger mobs? No. Didn't work very well. [x] Enigma head mesh [x] Separate target recording from body part positioning [x] If advanced target path finding fails it should use the best possible target based on angle before picking a completely random target [x] Mother bug should not go or spawn under water [x] Snakes gets stuck at random? [x] Enigma tail mesh [x] Must add dist check to mob target valid check [x] Add several transition building parts [x] Tile transition logic to handle cases where different materials meet on the same level [x] Mobs should try to find a new target as soon as they are spawned (just set target = starting pos). [x] Water mobs disapear when far away (but not because of limit) [x] Removed lots of "bad" streams [x] Fixed some cases where slope generation messed up part selection because of chunk border issues [x] up vector is wrong for mobs moving on edges?