Commit Graph

8 Commits (eb07818f130ec0e6b0b29d9928d9d0cd2dafabbd)

Author SHA1 Message Date
Evil Eye eb07818f13 Ignore agents without bounding boxes 3 years ago
bzzt lost a hitlab login c1ebd9474b stop navmesh updates when ai off
Signed-off-by: Bret Curtis <psi29a@gmail.com>
4 years ago
elsid c4cd3b2c4f
Add pathgrid to navmesh as off mesh connection 4 years ago
elsid 7ae7cb181d
Support recast mesh rendering 4 years ago
elsid 4624f31788
Report navigator stats 5 years ago
elsid 8d2af94b75
Use default objects for NavigatorStub methods result 5 years ago
elsid 0479ebf5ae
Remove unused actors and navmeshes on update
When there is only one actor (player) on a scene and it moving to other
cell first it will be removed from navigator then added. Remove cause
navmesh removing for its half extents. After it is added navmesh for
same half extents is created and added. While this all happens there are
still jobs for old navmesh are processing. Old navmesh still exists
because it is stored by shared pointer. So jobs take tiles from cache
and place them into old navmesh. After that other jobs take same tiles
from cache (half extents and coordinates are equal) and place them into
other navmesh. dtNavMesh changes tile data on add and remove. Adding tile
to two dtNavMesh corrupts tile in both nameshes.
5 years ago
elsid 1d3668cd22
Add Navigator interface 5 years ago