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path: root/servers/navigation_server_3d.h
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* Added node for Navigation linksJosh Jones2022-08-261-3/+64
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* Merge pull request #64354 from Mickeon/rename-navigation-distanceRémi Verschelde2022-08-251-1/+1
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| * Rename Navigation's `neighbor_dist` to `neightbor_distance`Micky2022-08-131-1/+1
| | | | | | | | | | | | | | | | | | | | 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
* | Replace Array return types with TypedArray 2kobewi2022-08-231-3/+3
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* Fix Navigation Debug always enabledsmix82022-07-311-1/+1
| | | | Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
* Add more detailed Navigation Debug Visualizationsmix82022-07-291-0/+62
| | | | | | | - 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.
* Merge pull request #62300 from smix8/navigation_map_force_update_4.xRémi Verschelde2022-06-241-0/+2
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| * Add NavigationServer map_force_update() functionsmix82022-06-231-0/+2
| | | | | | | | 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.
* | Add NavigationServer.region_owns_point() helper functionsmix82022-06-231-0/+2
| | | | | | | | Adds a helper function to check if a world space position is currently owned by a navigation region.
* | Add Navigation function to get all navigation mapssmix82022-06-221-0/+2
|/ | | | 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.
* Streamline Navigation layer function names.smix82022-06-151-3/+3
| | | | Streamline Navigation layer function names.
* Add NavigationRegion costs for pathfindingsmix82022-06-061-0/+8
| | | | Add NavigationRegion costs for pathfinding.
* Add NavigationServer2D/3D API functions to find missing RID infosmix82022-05-121-0/+5
| | | | | | 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.
* Merge pull request #56492 from akien-mga/remove-author-docstringsRémi Verschelde2022-01-121-7/+3
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| * Style: Remove inconsistently used `@author` docstringsRémi Verschelde2022-01-041-7/+3
| | | | | | | | | | | | | | | | | | | | 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.
* | NavigationServer: Restore constness for thread safe `get_singleton`Rémi Verschelde2022-01-051-1/+1
|/ | | | | This was removed by mistake in #47024, NavigationServer uses internal mutability for thread safety, and removing `const` breaks the contract.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-1/+1
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* Allow Navigation to be more flexibleGilles Roudière2021-03-151-2/+7
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* Implement Navigation layersGilles Roudière2021-03-101-1/+5
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* More server renames for consistency after #37361Rémi Verschelde2020-03-281-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-0/+199
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.