Age | Commit message (Collapse) | Author |
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Adds helper functions to set the links start and end position with global positions or get them as global positions.
Adds global start and end position for the navigation link to the 'link_reached' signal of NavigationAgent. That signal gets emitted when a navigation link waypoint is reached. Requires that 'owner' meta data is enabled on the NavigationAgent.
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Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
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Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
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Tweaks default values for NavigationAgent2D to work better out of the box within a new 2D project using default resolution.
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Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
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[4.x] Mark navigation classes and nodes as experimental
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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The navigation team has some large changes planned for navigation in the 4.x timeframe, so marking these nodes as experimental to give users a heads up that the API may change in breaking ways.
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Make NavigationAgent `target_location` a property
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requires avoidance_enabled to be true to emit
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NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)
NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`
Also changes their parameters' names.
Doesn't affect "Agent.neighborDist_" in Agent.h
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Documents Navigation radius property, especially that it affects avoidance only.
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Adds helper functions to work with the navigation layer bitmask.
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Add NavigationAgent desired path distance
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Streamline Navigation layer function names.
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Add NavigationAgent set_navigation_map() and get_navigation_map() function.
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Document the correct use of NavigationAgent path functions.
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Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
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Found via `codespell`
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Handle removal of Pool*Array types and other recent changes.
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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