Age | Commit message (Collapse) | Author |
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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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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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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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Adds a note explaining the requirements of the given [Mesh] when converting a [Mesh] to a [NavigationMesh] using `NavigationMesh.create_from_mesh`.
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Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume.
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Remove slash delimiter from NavigationMesh properties.
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Lowers or removes the slider limits and steps from NavigationMesh resources and changes some default values to better work with realistic unit sizes by default.
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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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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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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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Document more NavigationMesh properties
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Handle removal of Pool*Array types and other recent changes.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Adds a new NavigationMesh property to select which objects will be taken
into account for the generation.
By default it will use all the NavigationMeshInstance children to keep
compatibility. The new modes allow to build the NavigationMesh from
all the nodes belonging to a specific group, and optionally include
their children too.
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Applying #30187.
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Thanks to @bojidar-bg's impressive work in #29380.
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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[ci skip]
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[ci skip]
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possible to save module files in module directories and the build system will
recognize them.
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