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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-09 10:13:35 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-09 10:13:35 +0100 |
commit | d69809cab603cae9f525768337affe5e12e454a8 (patch) | |
tree | 2d8d6aeaf1f0cc214ab26fb913d46a0585fb8fb4 /scene/2d | |
parent | edae21f3aa3391e1d0e1cb0998ecc2c82d2adf39 (diff) | |
parent | 097f8a5fdb9b8fc5fc455356fab851439c06f35f (diff) |
Merge pull request #72947 from DarkKilauea/nav-fix-avoidance-callback
Fix missing avoidance updates when using same velocity
Diffstat (limited to 'scene/2d')
-rw-r--r-- | scene/2d/navigation_agent_2d.cpp | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp index 6f1df7afd3..6aa7779b09 100644 --- a/scene/2d/navigation_agent_2d.cpp +++ b/scene/2d/navigation_agent_2d.cpp @@ -434,9 +434,8 @@ real_t NavigationAgent2D::get_path_max_distance() { } void NavigationAgent2D::set_target_position(Vector2 p_position) { - if (target_position.is_equal_approx(p_position)) { - return; - } + // Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed. + // Revisit later when the navigation server can update the path without requesting a new path. target_position = p_position; target_position_submitted = true; @@ -489,9 +488,9 @@ Vector2 NavigationAgent2D::get_final_position() { } void NavigationAgent2D::set_velocity(Vector2 p_velocity) { - if (target_velocity.is_equal_approx(p_velocity)) { - return; - } + // Intentionally not checking for equality of the parameter. + // We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame. + // Revisit later when the navigation server can update avoidance without users resubmitting the velocity. target_velocity = p_velocity; velocity_submitted = true; |