Jan D.

Results 38 comments of Jan D.

This would really be extremely helpful. The current webRequest.onBeforeXXX doesn't really allow you to handle all the cases and from the documentation it isn't clear at all how you could...

Here is the project, if you want to have a look yourself (only tested on linux, but I don't think that's a problem any more...): [procmeshtest.zip](https://github.com/BastiaanOlij/gdprocmesh/files/3141624/procmeshtest.zip)

I know that gdprocmesh is unrelated to gdprocmesh, but I thought that maybe there was a problem in how the UVs are constructed in gdprocmesh that somehow causes problems in...

Btw, this is the thread I opened, just in case someone sees this issue and wants to follow it: https://github.com/godotengine/godot/issues/28661

@BastiaanOlij A new theory has come up in the Godot Discord that you might be able to help with: gdprocmesh produces normals that are somehow broken - this might explain...

This "normals are the problem"-theory has got me thinking and at least I found a workaround: I added more vertices to the shape that gets extruded to form the walls...

So, this has finally been cleared up: It seems that indeed gdprocmesh produces broken normals, or at least ones incompatible with CSG: https://github.com/godotengine/godot/issues/28661#issuecomment-667759353

Just chiming in on this, with the following commands I can build this module just fine: `scons -j4 platform=linux bits=64 target=release generate_bindings=yes use_custom_api_file=yes custom_api_file=../api.json` for godot-cpp and `scons -j4 latform=linux...

I have an idea about what could cause this. Likely around these parts in the code responsible for detecting when an agent has reached its goal: https://github.com/TheSHEEEP/godotdetour/blob/master/src/detourcrowdagent.cpp#L268 (the < 0.01f...

Out of interest: How did you fix your mesh merging issues? Since I know I'll need this for my own project at some point, I had some plans for this:...