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Fixes NavigationMesh baking for HeightMapShape.
(cherry picked from commit 71c453a4263d4ae5cd92acdce5901ec5b1978136)
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Fix for navmesh baking when parsing StaticBody colliders
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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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is true
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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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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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Implements the Gauss Mapping optimization to SAT convex collision test.
* Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius.
* Requires adding of face information to edges in MeshData
* Took the chance to convert MeshData to LocalVector for performance.
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Excludes disabled CollisionShapes from the geometry parsing for the NavigationMesh baking.
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Also replace has_no_surface with has_surface
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Adds HeightMapShape for StaticColliders and GridMap to the NavigationMeshGenerator for baking NavigationMesh.
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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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Disables navmesh baking EditorProgress for now until fixed as EditorProgress is not thread-safe and uses hacks and Main::iteration() for steps which can result in random crashes when baking navmesh.
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Add warnings when NavigationMesh bake settings result in precision loss.
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Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
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While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.
This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
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Adds Warning when users try to bake a NavigationMesh with suspiciously big source geometry and small cellsizes as this baking process will likely fail or result in a NavigationMesh that will create serious pathfinding performance issues.
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instead of collecting CollisionShape3D nodes
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- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
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Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
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Within the context of parsing navigation geometry, this commit:
- added missing transform of `MultiMeshInstance`
- changed all transforms to global ones so that they don't need to be
calculated by hand
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Happy new year to the wonderful Godot community!
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Improve readability for failing errors in nav area
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Also changed CapsuleMesh to make settings consistent between render and
physics.
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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And rename `gdnavigation` module to simply `navigation`.
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