Age | Commit message (Collapse) | Author |
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Mostly typos. Also renamed the remaining "Vulkan Clustered" to "Forward+".
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Fixes that navigation debug was not toggleable in script while even the docs mentioned it.
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Unbinds NavigationServer3D.process().
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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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Add NavigationServer Performance Monitor
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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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Adds Performance Monitor for NavigationServer3D.
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
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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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Fix Navigation agent callback wild pointer crash
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Fixes crash in sanitizer builds when callback agent or object are already freed.
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This allows users of the server APIs to get back the nodes that created certain regions and links.
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Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
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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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- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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Adds a helper function to check if a world space position is currently owned by a navigation region.
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Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
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Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
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Streamline Navigation layer function names.
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Document NavigationServer API navigation agent callbacks.
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Add NavigationRegion costs for pathfinding.
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Add class doc that NavigationServer changes are not instant.
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Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....
Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
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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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And fix up formatting not supported by makerst.
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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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A few extra renames for classes which were missed in last week's PRs.
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