High quality waypoints
While working on the bot AI I wasn't happy at all of most map waypoints so I started improving them:
- shorter paths
- less chances for bots to miss a waypoint and get stuck on particular paths e.g. involving stairs and tight turns
- added waypoints in every possible place where bots may end up by fault (e.g. if pushed by an explosion) so they don't get stuck
- added hardwired waypoints to allow paths passing through not very dangerous slime/lava or fix unconnected jumppads (and other situations) (see comments in the *.hardwired files)
I'm still working on waypoints for other maps, will post once I refined them so please keep this issue open even if the current ones get merged to master.
^ merged the first batch