In testing I noticed there were some path-finding issues when you have 2 somewhat equally sized static obstructions (specifically tasking between a Stone for example, and a dropsite). Here, I've added 4 additional points to each static obstruction. These points are used in path-finding to give the pathfinder more options when looking for paths, when no other objects are around.
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I've tested this a few times locally, with a set test case of 20 workers building a dropside, then going to mine stone. Overall, there's an improvement in how fast they find a valid path, and get to their destination... which I believe will lead to a performance increase overall; because if they get where they're going faster, they'll spend less time computing how to get there.
Beyond that, it may be worth while to test it in a game ... which I'll likely do soon.
This is an interesting idea, though our patch is going to conflict with several of my own vertex pathfinder patches, including some that I believe fix the issues you've noted. I'll review this when said patches are committed.