elsid
d2c2bdadb5
Add align implementation
2018-11-04 21:56:15 +03:00
elsid
b477775e16
Use callback to iterate over chunks
2018-11-04 18:34:31 +03:00
elsid
db5638bf6d
Add global recast allocator to allocate temp buffers on stack
2018-11-04 18:11:15 +03:00
Andrei Kortunov
a387c6b910
Fix MSVC2015 C4503 warning
2018-11-04 11:11:55 +04:00
Bret Curtis
261bbded00
Merge pull request #2016 from elsid/navmesh_update_change_type
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Use new change type for update object
2018-11-03 17:30:05 +01:00
elsid
41319eb2bf
Use new change type for update object
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To perform jobs for updated animated objects and doors with lowest
priority.
2018-11-03 16:44:23 +03:00
elsid
b77684a135
Add TODOs
2018-11-03 16:15:32 +03:00
elsid
2ba026e2b2
Limit navmesh cache size by data size + key size
2018-11-03 16:14:07 +03:00
Andrei Kortunov
829faf7b2c
Improve toggleactorspaths console command
2018-11-03 10:42:14 +04:00
AnyOldName3
3c25e7b93d
Merge pull request #2010 from AnyOldName3/windows-debug-build-fix
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Include missing Windows header before calling Windows-specific functions and switch CMake compile definitions to the new style.
2018-11-02 23:57:44 +00:00
elsid
264ea99af6
Use explicit default ctors call
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Special change for MSVC2015.
2018-11-02 10:35:57 +03:00
AnyOldName3
a6d3210a9c
Include missing Windows header before calling Windows-specific functions
2018-11-02 01:05:39 +00:00
elsid
792a0585c0
Add recastnavigation as subdirectory
2018-11-01 17:01:22 +01:00
AnyOldName3
0208cb8616
Merge pull request #2001 from AnyOldName3/enable-osg-logging
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Allow OSG objects to be sent to the debug log.
2018-10-31 22:14:36 +00:00
AnyOldName3
4489f23005
Remove recastnavigation conflicts
2018-10-31 15:15:01 +00:00
Andrei Kortunov
a615076c61
Add default return value
2018-10-31 10:18:29 +04:00
AnyOldName3
90986df81c
Allow OSG objects to be sent to the debug log.
2018-10-30 22:15:32 +00:00
Bret Curtis
d6c674660a
Merge pull request #1633 from elsid/pathfinder_detour
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Use recastnavigation for pathfinding (#2229 )
2018-10-30 20:44:13 +01:00
Bret Curtis
3c53fe16e9
Merge pull request #1986 from akortunov/rootfix
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[Regression] Handle RootCollisionNode exactly as in original engine
2018-10-29 22:47:04 +01:00
elsid
49d81241db
Merge branch 'master' into pathfinder_detour
2018-10-28 17:08:09 +03:00
elsid
50b6ae3e10
Fix calculation for shape local AABB
2018-10-28 16:58:22 +03:00
elsid
af2f4e8424
Allow to use zero cache size
2018-10-28 16:54:06 +03:00
elsid
abc51a8a17
Add settings option to set max number of polygons per navmesh tile
2018-10-28 15:36:47 +03:00
Andrei Kortunov
6e05853478
Center progress bar when there are active messageboxes (bug #4691 )
2018-10-28 14:40:48 +04:00
Andrei Kortunov
61da6b6ecf
Print warning if the RootCollisionNode is attached to non-root node (bug #4311 )
2018-10-26 17:11:08 +04:00
Andrei Kortunov
6d91fe69b2
Revert "Handle RootCollisionNode, attached to non-root node (bug #4311 )"
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This reverts commit ec9a1b0d05
.
2018-10-26 12:51:04 +04:00
Marc Zinnschlag
4d88d6dd58
Merged pull request #1980
2018-10-25 11:06:22 +02:00
Andrei Kortunov
61e6e359c4
Allow creatures to use the autogenerated collision box (feature #2787 )
2018-10-22 15:48:23 +04:00
Andrei Kortunov
41e90bd56c
Unify random generator usage
2018-10-19 16:16:18 +04:00
elsid
03d4ce5e49
Log find path exception with level verbose, add more info to message
2018-10-15 23:25:42 +03:00
elsid
dc2eb2e16b
Do not write to global log async navmesh updater exceptions
2018-10-15 22:47:07 +03:00
Bret Curtis
53ccce1867
Merge pull request #1966 from akortunov/logfix
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Allow apps without logging system to display log messages
2018-10-14 11:20:36 +02:00
Andrei Kortunov
b5df385111
Allow apps without logging system to display log messages
2018-10-14 12:07:15 +04:00
elsid
e57504ae7c
Lower log level
2018-10-13 22:22:15 +03:00
elsid
0f6a64ad54
Split makeNavMeshTileData
2018-10-13 22:22:15 +03:00
elsid
fb655cb04f
Remove macroses to check recastnavigation functions result
2018-10-13 22:22:15 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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Use LRU modification to hold currently used items. Use RecastMesh binary
data for item key.
Store original pointer of btCollisionShape in user pointer to make available
it as an identifier within all duplicates. Use pointer to heights data array
for btHeightfieldTerrainShape.
2018-10-13 22:22:12 +03:00
elsid
69b5834c64
Add doc for Navigator
2018-10-13 22:16:35 +03:00
elsid
ae7285e960
Use ScopeGuarded instead of raw mutex
2018-10-13 22:16:35 +03:00
elsid
cf4066751c
Add classes to encapsulate value guarded by mutex
2018-10-13 22:16:35 +03:00
elsid
1a27489904
Add special type for object id
2018-10-13 22:16:35 +03:00
elsid
7c80bb9411
Support multiple threads for async nav mesh updater
2018-10-13 22:16:34 +03:00
elsid
ff478aba6d
Use actor half extent for interior cells
2018-10-13 22:16:33 +03:00
elsid
346e9e3141
Add off mesh connections for doors without teleport
2018-10-13 22:16:33 +03:00
elsid
d02beae5a8
Find path for actors according to their abilities to swim and walk
2018-10-13 22:16:33 +03:00
elsid
dc09674362
Add command and settings option to enable actors paths render
2018-10-13 22:16:32 +03:00
elsid
c95cea414c
Support water for NavMesh
2018-10-13 22:16:32 +03:00
elsid
72f211ef28
Add enums for area type and flags
2018-10-13 22:16:32 +03:00
elsid
fa23b590a4
Add unwalkable areas to NavMesh
2018-10-13 22:16:32 +03:00
elsid
c771986c56
Prioritise NavMesh jobs first to remove and last to add
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When player move fast enough, tiles update for specific area square
couldn't catch player move. Tiles to be removed are left in the queue
with lower priority then tiles to be added which are nearest to player.
This can lead to overflow for amount of tiles. So we try to do remove
first. But we detect change type approximately using mixed change type,
because even if we do it precise, change type could change while job
is in queue.
2018-10-13 22:16:31 +03:00