Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.
(cherry picked from commit 6b51ab66d8)
Adds warnings when at least one of the input mesh surfaces is of wrong primitive type or has an empty vertex / index array as those broken input meshes would fail as both navmesh as well as later when creating debug meshes.
(cherry picked from commit 4185fce0ef)
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NOEDITOR
Updates NavigationPolygonInstance polygons on the NavigationServer2D when the NavigationPolygon Resource emits its changed signal due to e.g. polygons altered by script.
- Allow OptionButton selection to be set to -1 to signify no selection, both via API and in the editor.
- Reset OptionButton selection to -1 when the selected item has been removed.
- Fully convert PopupMenu to a zero-based ID system, which improves an inconsistency in generated IDs when making new items in the editor.
(cherry picked from commit 3b146c5eaa)
While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.
This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
(cherry picked from commit e33fa9d833)
Exposes get_rid() function for scripting.
Adds configuration warning when obstacle is used with not intended static body parent.
(cherry picked from commit 001d89223f)
Fixes NavigationObstacle2D/3D reporting a 'get_global_transform: Condition "!is_inside_tree()" error when estimating the agent radius.
The collisionshapes that are lower in the SceneTree order than the obstacle node are not loaded in the SceneTree yet so the global_transform function fails.
Also adds warning message when this happens.
(cherry picked from commit cc707412e9)
Exposes the "interpolated" flag on nodes via a property, physics_interpolation_mode.
Mode can be INHERIT, OFF and ON. This makes it easy to turn off interpolation for nodes in the editor, versus via code.
References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
This also changes some debug prints to be printed only when verbose
mode is enabled (like in `master`).
This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree
Leftover transforms from the physics tick were being flushed during idle, which was causing problems for physics interpolation.
This PR flushes the transforms at the end of the physics tick when physics interpolation is active.