Merge pull request #48367 from Calinou/doc-navigation-get-simple-path

Document `Navigation.get_simple_path()` often returning non-optimal results
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Rémi Verschelde 2021-06-03 22:37:07 +02:00 committed by GitHub
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</brief_description>
<description>
Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
[b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
</description>
<tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
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</argument>
<description>
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
[b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
</description>
</method>
<method name="navmesh_add">

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</brief_description>
<description>
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add].
[b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
</description>
<tutorials>
<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
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</argument>
<description>
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible.
[b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
</description>
</method>
<method name="navpoly_add">