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* Revert "Update RVO2 to git 2022.09"Rémi Verschelde2023-06-2929-5030/+4250
| | | | | | This reverts commit c92088110567bd9c61aa046e9a93bdbc6469073e. Fixes #78826.
* Update RVO2 to git 2022.09DeeJayLSP2023-06-1329-4250/+5030
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* rvo2: Include cstdint for uint32_tRémi Verschelde2023-05-102-0/+2
| | | | Fixes #76907.
* Rework Navigation Avoidancesmix82023-05-1019-408/+3566
| | | | Rework Navigation Avoidance.
* rvo2: Sync with upstream commit bfc0486Rémi Verschelde2022-05-188-163/+88
| | | | https://github.com/snape/RVO2-3D/commit/bfc048670a4e85066e86a1f923d8ea92e3add3b2
* rvo2: Re-sync with upstream, properly document Godot-specific changesRémi Verschelde2022-05-187-484/+785
| | | | | Still tracking the `v1.0.1` tag for now, just reverting all the unnecessary style changes that created a diff with upstream.
* SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde2020-12-187-0/+0
| | | | | | | | | | | | | | Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
* Remove unused WinAPI includes/defines to fix MinGW cross-build.bruvzg2020-02-112-434/+2
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* - Integrated NavigationServer and Navigation2DServer.Andrea Catania2020-02-1010-0/+1923
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.