Age | Commit message (Collapse) | Author |
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Fixes error print for NavigationServer free when a RID can not be found.
(cherry picked from commit 73dc680fc127014ad805e5968f98ebb3e0281de7)
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Improves the error msg when NavigationServer.free() does not find the RID e.g. because it was already deleted or did never exist in the first place.
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Renames the NavigationServer internal RvoAgent to NavAgent.
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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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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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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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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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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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Replace Navigation std::vector use with LocalVector.
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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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Add NavigationRegion costs for pathfinding.
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Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
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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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Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
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Happy new year to the wonderful Godot community!
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* 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.
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And rename `gdnavigation` module to simply `navigation`.
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