Wide tiles are consequently only traversed to reach thin path tiles when in an area of wide path tiles. This fixes peeps getting stuck when the path search limits are all further away from the destination than wide tiles.
- Telemetry information collected includes: end location, steps taken, number of junctions walked through, the list of junctions walked through and the directions taken at each of those junctions.
- Telemetry collection is not optimised and currently has a negative performance impact.
Improve pathfinding debugging framework:
- Include collected telemetry information in the debugging messages.
- Enable debugging only for specific peeps - for guests, debugging is logged for tracked guest(s) only; for staff, debugging is logged for "Mechanic Debug" only.
- Debug messages need a DEBUG build with appropriate log levels enabled: used log levels are VERBOSE and INFO.
Pathfinding previously picked whichever path got closest to the goal, also when that path is a dead end with no through way to the goal.
Adjust the heuristic score comparison to only consider map elements that have reached the goal and search paths that reach one of the search limits, ending on a path tile (i.e. the path continues, from which the goal may still be reachable).
Update peep->pathfind_history to only store thin junctions.
There may be crashes if something fails to load or initialise without an explicit fallback to show the title screen. These will need to be fixed when found.
Most likely a regression of 097c5b101d. gGameCommandErrorText is now cleared when entering a game command at nest level 0. This should ensure no previous error text is carried over to another game command but also still allow nested game commands to work properly.
Potentially fixes#4480: Inappropriate "Land not owned by park" messages.