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path: root/modules/gridmap/grid_map.cpp
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2022-12-20Change GridMap navigation_layers to be per mesh_library itemsmix8
Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
2022-12-19Add GridMap collision_prioritysmix8
Adds property 'collision_priority' for all physics bodies of the entire GridMap.
2022-12-17Fix Navigation API abbreviations inconsistencysmix8
Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
2022-12-10Enable assigning an owner to navigation regions and linksJosh Jones
This allows users of the server APIs to get back the nodes that created certain regions and links.
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-09-28Fix MSVC warnings C4324, C4389, C4456, and C4459Rémi Verschelde
Part of #66537.
2022-09-08Merge pull request #64193 from smix8/navigation_gridmap_navmap_change_4.xRémi Verschelde
Add GridMap function to change navigation map for baked navigation regions
2022-09-08Add GridMap function to change navigation map for baked navigation regionssmix8
Adds function to change the navigation map for baked navigation regions. Before all cells with a baked navigation mesh were locked to the default navigation map of the world resource.
2022-09-07Remove / Replace old Navigation Debug Visualizationsmix8
- removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug
2022-09-05Rename TileMap/GridMap.`world_to_map` and opposite to `local_to_map`Micky
For both TileMap and GridMap: - `world_to_map` -> `local_to_map` - `map_to_world` -> `map_to_local` Also changes any mention of "world" in this context to "local" to avoid future confusion. Finally, updates the docs of both methods for consistency. In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
2022-09-01Merge pull request #64173 from ↵Rémi Verschelde
smix8/navigation_debug_gridmap_edgeconnections_4.x
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-20Expose Basis `set_orthogonal_index` method as a GridMap functionrafallus
2022-08-13Add Navigation Debug for GridMap edge connectionssmix8
Adds navigation visual debug for GridMap edge connections that use baked navigationmesh with bake_navigation=true.
2022-06-19Add navigation layer bitmask helper functionssmix8
Adds helper functions to work with the navigation layer bitmask.
2022-06-15Streamline Navigation layer function names.smix8
Streamline Navigation layer function names.
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-06-08Fix GridMap Navigation transforms and debugsmix8
Fix GridMap navigation transforms and debug.
2022-06-08Fix GridMap applying wrong NavigationRegion transformsmix8
Fix GridMap applying wrong NavigationRegion transform.
2022-05-24Fix GridMap not adding custom mesh offsets to NavigationMesh generationsmix8
Fix GridMap not adding custom mesh offsets to NavigationMesh generation
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-03-02Remove unimplemented set_clip() methodkobewi
2022-02-16Merge pull request #58187 from jakobbouchard/notification-switch-chunk-cRémi Verschelde
Convert _notification methods to switch - Chunk C
2022-02-16Convert _notification methods to switch - Chunk CJakob Bouchard
2022-02-16Add GridMap.get_used_cells_by_itemHaoyu Qiu
2022-02-08Fix GridMap memory leakHaoyu Qiu
2022-01-16Consider gridmap collisions in navigation bakerafallus
2022-01-06Merge pull request #56006 from KoBeWi/6yearslaterJFonS
Add physics material to GridMap
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-17Add physics material to GridMapkobewi
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-09implement individual mesh transform for meshlibrary itemsVincent
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- 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
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-02Fix GridMap erase OctansPitanov V.V
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-04-30Prevent setting too big or too small Collision Mask and LayerRafał Mikrut
2021-03-12Fix visibility toggle for baked GridMapsjfons
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆