| Commit message (Collapse) | Author | Age | Files | Lines |
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Adds navigation source geometry parser callbacks so that externals can hook their own geometry into the navigation mesh baking process.
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Adds navigation path simplification for NavigationServer and NavigationAgent.
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Adds function to get navigation map iteration id from NavigationServer.
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Add virtual functions and bind to navigation servers
Implement getters
Add documentation
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Adds query functions to get random points on navigation mesh to the NavigationServer.
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Adds 2D navigation mesh baking.
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Adds multi-threaded NavMesh baking to NavigationServer.
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Moves navigation mesh baking to NavigationServer.
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Adds NavigationServer API to enable regions and links.
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Marks NavigationServer3D.region_bake_navigation_mesh() as deprecated.
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Adds agent pause mode to NavigationServer.
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And ignore some false positives introduced by recent versions of codespell.
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Fix for threaded NavigationMesh baking under new thread guards
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Fixes threaded NavigationMesh baking under new SceneTree thread guards that blocked the process.
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Fixes `cell_height` for navigation meshes.
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Updates navigation obstacle API.
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Makes navigation mesh edge connections optional.
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Rework Navigation Avoidance.
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Fixes that some NavigationServer internals still used float instead of real_t in some parts.
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Fixes that navigation debug was not toggleable in script while even the docs mentioned it.
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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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Adds Performance Monitor for NavigationServer3D.
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
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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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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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Fix Navigation agent callback wild pointer crash
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Fixes crash in sanitizer builds when callback agent or object are already freed.
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This allows users of the server APIs to get back the nodes that created certain regions and links.
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Adds NavigationPathQueryParameters objects that can be used with NavigationServer.query_path() to query a customized navigation path.
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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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Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
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- 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.
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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.
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Adds a helper function to check if a world space position is currently owned by a navigation region.
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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.
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Streamline Navigation layer function names.
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Add NavigationRegion costs for pathfinding.
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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.
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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.
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