Age | Commit message (Collapse) | Author |
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Fixes that agents with disabled avoidance were getting added to avoidance simulation.
(cherry picked from commit 64ce93cee9eba8b700b236f22199ee2ffd755444)
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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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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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The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
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Replace Navigation std::vector use with LocalVector.
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The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
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Streamline Navigation layer function names.
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Add NavigationRegion costs for pathfinding.
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* 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!
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amount of running threads.
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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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And rename `gdnavigation` module to simply `navigation`.
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