summaryrefslogtreecommitdiff
path: root/modules/navigation
AgeCommit message (Collapse)Author
2022-01-16Consider gridmap collisions in navigation bakerafallus
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
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.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-03NavigationMeshInstance: Fix typo to 'vertices'Rémi Verschelde
2021-12-02Let MultiMeshInstances affect NavigationMeshesCarlo Cabanilla
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-12Modules: Make sure to include modules_enabled.gen.h where neededRémi Verschelde
2021-10-21Merge pull request #52367 from Duroxxigar/improve-nav-error-messagesRémi Verschelde
Improve readability for failing errors in nav area
2021-10-08Improved readability for failing error conditionsDuroxxigar
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-14Rename WorldMarginShape to WorldBoundaryShapePouleyKetchoupp
2021-08-11Make radius & height in CapsuleShape3D independentPouleyKetchoupp
Also changed CapsuleMesh to make settings consistent between render and physics.
2021-08-11Improve NavigationMesh typing, parameter validation and documentationHaoyu Qiu
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-21Use is_equal_approx in more placesAaron 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.
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-06-30Rename `GdNavigationServer` to `GodotNavigationServer`Rémi Verschelde
And rename `gdnavigation` module to simply `navigation`.