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30 commits

Author SHA1 Message Date
elsid
59f89d22f8
Apply min distance only for not present tiles
To avoid waiting when navmesh update is triggered by transformed object for
already present tiles.
2021-05-14 22:41:11 +02:00
elsid
d0ea9c482a
Reorder async navmesh updater jobs when player tile changes
When player tile changes distance to player that is part of jobs priority is
invalidated. So jobs are no longer in the right order. This can lead to
processing of farests tiles first.

Sort queue each time player tile is changed.
2021-05-14 22:41:05 +02:00
elsid
7a51d0db18
Wait until navmesh is generated within given distance around player
Add a setting to change this distance.

To prevent situations when there is not enough navmesh generated and actors
can't find path correctly.
2021-05-05 19:44:16 +02:00
elsid
f169f8e6f0
Wait until navmesh is generated for interior cells
Add special loading progress bar.

It should be fast enough to not keep loading screen for noticably long but
will provide better pathfinding for actors inside interior cells.
2021-05-05 19:27:49 +02:00
Bret Curtis
f6bead88a9 purge boost/optional.hpp headers 2020-10-25 00:58:44 +02:00
Bret Curtis
62b0781f7d use std::optional instead of boost::optional 2020-10-25 00:33:41 +02:00
fredzio
460e69e92a Get rid of warning: dynamic exception specifications are deprecated 2020-10-10 12:12:55 +02:00
elsid
b150d681a9
Update same navmesh tile with limited frequency 2020-05-01 18:05:58 +02:00
elsid
bd1ef4dd6d
Add detournavigator test for multiple worker threads 2020-04-26 22:00:55 +02:00
elsid
7502db1570
Add number of thread jobs to update jobs stats 2020-04-25 17:51:50 +02:00
elsid
c683dc8565
Lock navmesh tile by thread while processing
To avoid duplicated work on a same tile by different threads.
If tile is locked by another thread, then post job into this thread queue.
2019-04-10 22:01:50 +02:00
elsid
4624f31788
Report navigator stats 2019-03-17 22:15:18 +03:00
elsid
f6a1d3cecf
Store weak pointers to navmesh in jobs queue
To avoid useless processing for removed navmeshes.
2019-03-10 17:06:19 +03:00
elsid
ff47df4f2c
Repost navmesh update jobs when failed because of out of memory
DT_OUT_OF_MEMORY error is returned when limit of tiles is reached.
2019-03-08 17:39:04 +03:00
elsid
b9b8ed177c
Store priority values as named fields 2019-03-08 15:23:36 +03:00
elsid
41319eb2bf
Use new change type for update object
To perform jobs for updated animated objects and doors with lowest
priority.
2018-11-03 16:44:23 +03:00
elsid
ed73d130f9
Cache navmesh tiles
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
ae7285e960
Use ScopeGuarded instead of raw mutex 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
346e9e3141
Add off mesh connections for doors without teleport 2018-10-13 22:16:33 +03:00
elsid
c771986c56
Prioritise NavMesh jobs first to remove and last to add
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
elsid
4aba0fa85f
Limit number of NavMesh tiles to add by distance from player tile 2018-10-13 22:16:30 +03:00
elsid
d2fd9abd51
Split RecastMesh into tiles 2018-10-13 22:16:30 +03:00
elsid
f268ec5d34
Measure total time for NavMesh build from first pop 2018-10-13 22:16:29 +03:00
elsid
dd5f4498f6
Increment NavMesh revision on remove or add tile 2018-10-13 22:16:29 +03:00
elsid
70a369f70e
Add command to enable NavMesh render
togglenavmesh or tnm
2018-10-13 22:16:28 +03:00
elsid
1caa18bb4f
Use one recast mesh for all jobs 2018-10-13 22:16:27 +03:00
elsid
d1d034a1ec
Update NavMesh one by one tile in order from nearest to player 2018-10-13 22:16:26 +03:00
elsid
430ba9d7a5
Build NavMesh tile data only for changed tiles 2018-10-13 22:16:25 +03:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00