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path: root/servers/navigation_server_3d.cpp
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2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-09-20Add NavigationPathQuerysmix8
Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
2022-08-26Added node for Navigation linksJosh Jones
2022-08-25Merge pull request #64354 from Mickeon/rename-navigation-distanceRémi Verschelde
2022-08-17Fix a typo in navigation server documentationYuri Sizov
2022-08-13Rename Navigation's `neighbor_dist` to `neightbor_distance`Micky
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
2022-08-09Fix Editor Navigation debug edge connection visualssmix8
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-07-29Add more detailed Navigation Debug Visualizationsmix8
- Adds more customization options to ProjectSettings. - Displays navregion edge connections and navigation polygon edges in editor and at runtime. - Majority of debug code moved from SceneTree to NavigationServer. - Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-06-24Merge pull request #62300 from smix8/navigation_map_force_update_4.xRémi Verschelde
2022-06-23Add NavigationServer.region_owns_point() helper functionsmix8
Adds a helper function to check if a world space position is currently owned by a navigation region.
2022-06-23Add NavigationServer map_force_update() functionsmix8
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
2022-06-22Add Navigation function to get all navigation mapssmix8
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
2022-06-15Streamline Navigation layer function names.smix8
Streamline Navigation layer function names.
2022-06-06Add NavigationRegion costs for pathfindingsmix8
Add NavigationRegion costs for pathfinding.
2022-05-12Add NavigationServer2D/3D API functions to find missing RID infosmix8
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on .... Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
2022-04-08Rename NavigationServer's free method to free_ridHaoyu Qiu
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde
2022-01-05NavigationServer: Restore constness for thread safe `get_singleton`Rémi Verschelde
This was removed by mistake in #47024, NavigationServer uses internal mutability for thread safety, and removing `const` breaks the contract.
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!
2021-03-15Allow Navigation to be more flexibleGilles Roudière
2021-03-10Implement Navigation layersGilles Roudière
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-28More server renames for consistency after #37361Rémi Verschelde
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.