Age | Commit message (Collapse) | Author |
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Fixes #61581.
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Add NavigationRegion costs for pathfinding.
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Add NavigationMesh debug when navmesh is added later through scripts
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Fix NavigationAgent reparent issues
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The ring's color changes depending on the attenuation model chosen,
and whether Max Distance is capping the distance the sound can be
heard at.
Cold colors are used when the volume cap is a "soft" cap (the sound
can still be heard past the distance, but only faintly).
Warm colors are used when the volume cap is a "hard" cap (the sound
can't be heard past the distance at all).
White is used for linear fade performed when the attenuation model
is Disabled and Max Distance is greater than 0.
No ring is drawn when the attenuation model is Disabled and Max Distance
is equal to 0 (since the sound can be heard from anywhere).
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This complements the existing Ellipsoid and Box local fog shapes.
This can be used to represent a light cone coming from a SpotLight.
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materials.
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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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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
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This makes the intent explicit in each use case.
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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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* 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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Automatically disables threaded NavigationMesh bake when OS does not support threads.
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Fixes NavigationObstacle2D/3D reporting a 'get_global_transform: Condition "!is_inside_tree()" error when estimating the agent radius.
The collisionshapes that are lower in the SceneTree order than the obstacle node are not loaded in the SceneTree yet so the global_transform function fails.
Also adds warning message when this happens.
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Exposes get_rid() function for scripting.
Adds configuration warning when obstacle is used with not intended static body parent.
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property
- Rename setter/getter methods for consistency.
- Remove section in the inspector as there is now only 1 property
within the section.
- Add performance hints to property hints.
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Make `{call,set,notify}_group()` immediate by default
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Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
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This results in less surprising behavior out of the box.
Internal usages were modified to keep the existing behavior
identical there.
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This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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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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Add get_region_rid() to NavigationRegion2D and NavigationRegion3D
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Add get_region_rid() to NavigationRegion2D and NavigationRegion3D
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