Commit Graph

9 Commits (00997fa7327293db6075d47d18bd36516537ba44)

Author SHA1 Message Date
psi29a 0394f848cd Merge branch 'fix_malexa_escape' into 'master'
Inscribe physical bounding box into navmesh agent cylinder (#6114)

Closes #6114

See merge request OpenMW/openmw!967

(cherry picked from commit 67f32263b2f7e4be9f50d46de842a8727449cae2)

84d6dea2 Inscribe physical bounding box into navmesh agent cylinder
4 years ago
elsid 39c0ce9ddf
Build limited path for far destinations
When distance between start and end point is greater than max radius of area
possibly covered by navmesh there is no way to find path via navmesh. Also if
distance is greater than cell size navmesh might not exists withing mentioned
area because cell is not loaded therefore navmesh is not generated. So minumum
of these values is used to limit max path distance. Assuming that path
actually exists it's possible to build path to the edge of a circle. When
actor reaches initial edge path is built further. However it will not be
optimal.
4 years ago
elsid 4983684fda
Fix implicit int to float conversion warning 4 years ago
elsid b9f21ec81a
Use custom steps size to make smooth path depending on half extents 6 years ago
elsid c95cea414c
Support water for NavMesh 6 years ago
elsid 4aba0fa85f
Limit number of NavMesh tiles to add by distance from player tile 6 years ago
elsid d2fd9abd51
Split RecastMesh into tiles 6 years ago
elsid ed3a255f65
Do not use NavMesh to find changed tiles 6 years ago
elsid fafba8ea0c
Use recastnavigation to find path 6 years ago