Age | Commit message (Collapse) | Author |
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Fixes that certain NavigationAgent debug functions bindings were not available in release builds.
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Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
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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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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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Stop NavigationAgents without a target from moving to world origin
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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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Stops NavigationAgents moving to the world origin without anyone telling them to do so.
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This paves the way for having agents respond to link traversal.
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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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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Adds helper functions to work with the navigation layer bitmask.
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Add NavigationAgent desired path distance
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Streamline Navigation layer function names.
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Add NavigationAgent set_navigation_map() and get_navigation_map() function.
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Fix NavigationAgent reparent issues
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Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.
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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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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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Happy new year to the wonderful Godot community!
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Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Fixes #30736.
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