Age | Commit message (Collapse) | Author |
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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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