smix8
smix8
@WiredDreamcaster The first "official" implementation attempt was abandoned due to differences on details and is now back to the proposal stage. I dont have a link rightnow but it was...
It was named "Implement Retarget feature in the importer"
@hardmode1337 Thanks for teasing me but I have to decline. I just don't have enough time, my backlog is already exploding ;)
@nathanielhudson Until 2D gets an official baking implementation you can still bake your agent radius if you are feeling fancy as the 2D Navigation uses the 3D Navigation behind the...
The navigationmesh for both 2D and 3D edges are where the center of the actor can move. Users cannot place a collision wall at the actors center and expect things...
@AlejandroMonteseirin The only solution is to fix your navpolygon by adding enough margin for whatever actor size should use the navigationmesh for pathfinding. The navigationmesh describes the safe-zone for the...
Both your "HandleDown" and "Hinge" animation import and play correctly for me with Blender 2.91 and Godot 3.2.4 and most recent Godot Blender Exporter. The only thing missing in the...
@MJBrune Hey, sorry did not receive a notification. The NavigationServer will sync on the physics tick in both versions. Without the sync the navigation map is empty when a request...
If you already have you geometry data created with e.g. scripts or from a plugin you can create navigationmeshes from meshdata with the NavigationMeshGenerator singleton and upload it directly to...
Removed the callback and processqueue from the pr, basically only the navquery core left now.