branchsbox/navmesh-dynamic-obstaclescancel

46 Commits over 0 Days - ∞cph!

24 Days Ago
Fix NavmeshArea.IsBlocking not toggling state
25 Days Ago
Add doc comments to navarea component Make new PhysHsape.UpdateShape functions internal Ensure IsGenerating flag is cleared if navmesh generation fails
25 Days Ago
Attempt to use static nav generator pools again
25 Days Ago
Fix navmesh native destructor
25 Days Ago
Non static init of navmesh generators
25 Days Ago
Move navmesh generator pool initialization from static initializer to navmesh.init
25 Days Ago
Dispose of navmesh in Scene Should fix unloaded scenes leaking native navmesh data.
25 Days Ago
Change navmesh initialization to sync
25 Days Ago
Disable some calls to narrow down where test is failing on CI
25 Days Ago
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869 Scene view: disable gizmo interactions while doing camera movement SteamId can be converted to from an int, but will give a warning Fix code archive not using correct CSharpParseOptions Don't debug output xml parse errors Add more package tests Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation Fix warning Add dark_descent and cat_harvest package tests Merge branch 'master' into navmesh-dynamic-obstacles
25 Days Ago
Remove some asserts
25 Days Ago
Fix navmesh generator pool disposal
25 Days Ago
Correctly dispose of native tile cache resources
25 Days Ago
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26 Days Ago
Remove box from navmesh debug draw
26 Days Ago
Fix some NREs when accessing colliders from navmesh components
26 Days Ago
Ensure navmesh area stays in sync when linked collider changes
26 Days Ago
Cleanup NavMeshArea Component
26 Days Ago
Use custom functions instead of GJK to bake physics shapes into the navmesh Baking a physics shape now takes sub 100μs in most scenarios.
27 Days Ago
Optimize by caching GJK simplexes when rasterizing obstacles
27 Days Ago
Experiment with arbitrary physics shapes as navmesh obstacles Performance is not good, needs more optimization to be viable. https://files.facepunch.com/lolleko/1b2611b1/sbox-dev_i7IaHMmjKv.mp4
27 Days Ago
Ignore triggers in NavMesh Generation
27 Days Ago
Add nav_blocker tag
27 Days Ago
Fix issues with navmesh generation API Should also fix tests
27 Days Ago
Fix navmesh debug draw disappearing at certain heights
27 Days Ago
Allow NavMesh areas to have arbitrary transforms Reduce debug draw ground offset
28 Days Ago
Rename Obstacle -> Area In the future the defined Areas defined maybe used for other purposes beyond blocking/obstructing
28 Days Ago
Be very careful about when we load assemblies in LoadNetworkTables Facepunch/sbox-issues#6984 Only warn once if Json serialization happens during a hotload Facepunch/sbox-issues#6984 Expose BoneCollection / Bone to ActionGraph Fixes Facepunch/sbox-issues#6878 Give each scene dock a unique name and fix load order so we maintain layout positions Move window layout to project cookie, will fallback to importing from editor cookie for now Lazy-initialize NavMesh GeneratorPool Restore AssertNoGraphErrorsInScene test Fixes #1709 Asset Browser: Show 'Open File Location' in context menu when searching too Asset Browser: Disable flat/recursive toggle button when searching or in meta location Hook up Package.Data GameModal now correctly uses GameConfig from backend Fix "no screenshots" being thin After purchase, keep refreshing until we have the item Indicate when you already own items Fix NRE in NavMesh Dispose Restore colliders on rigidbody disable if the collider is still active Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this Load Model.Plane Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods Add DrawModelInstanced methods to CommandList Add CommandList.Set for ComputeBuffer<T> Update default JSON ignore condition to use JsonIgnoreCondition.Never Resolves Facepunch/sbox-issues#6995, Resolves Facepunch/sbox-issues#6953, Resolves Facepunch/sbox-issues#6349 Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it Fixed .config files not being added to appropriate string table for clients to receive changes Scene collision events (#1707) An interface to listen for all collision events that happen during a physics step Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002 Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998 https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4 Organisation -> Organization where necessary Resolves Facepunch/sbox-issues#6822 Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture Add CameraComponent.ProjectionMatrix Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane Remove SCENEOBJECTTYPEFLAG_IS_PROCEDURAL - it does nothing Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there Bail Model.Load early with error model for null or whitespace filename Revert "Add recast/detour tile cache" This reverts commit 0b2e398df82b304b23f7ddd2485b943ba1fe20ab. We will use a custom caching solution instead. Merge branch 'master' into navmesh-dynamic-obstacles Fix test
28 Days Ago
Cleanup obstacle components
29 Days Ago
Integrate heightfield building into the tile cache Refactor NavMesh class structure Improve navmesh initialization Remove dead code Fix tiny memory leak
29 Days Ago
Rename CNavMeshCachedData -> CNavMeshHeightFieldData
29 Days Ago
More resilient native memory pooling
30 Days Ago
Make navmesh generator pools static Pool memory for native tile heightfields
31 Days Ago
Revert marking the entire navmesh as unwarkable
31 Days Ago
Optimize culling in navmesh debug draw
31 Days Ago
Fix NRE on native data
31 Days Ago
Fix memory leak in navmesh builder
31 Days Ago
Add cylinder obstacle
31 Days Ago
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string ) AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent Expose PerChannel<T>.Get and Set Print a list of new items in console after check out Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser Fix warnings Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949 Can DrawInstanced a number of instances without uploading data Remove unused asset browser node type Fix some Gizmo functions drawing an obsolete vertex object instead of nothing When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing. They now correctly draw nothing if an empty Enumerable passed. Fix asset browser NRE, default location stomping cookied path Disable undo/redo menu buttons when there's no active editor session Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles() Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985 Merge branch 'master' into navmesh-dynamic-obstacles
31 Days Ago
Spread navmesh obstacle updates across multiple frames
32 Days Ago
Progress on tile caching & dynamic obstacles https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
32 Days Ago
FOV and distance culling for navmesh debug draw
33 Days Ago
Split up generation procedure into more functions Convert obstacles from World to NavSpace
33 Days Ago
Dispose of navmesh + heightfield generators Add native obstacle rasterization for box, cylinder and convex shapes
33 Days Ago
Split generator Into HeightField and NavMesh generator
33 Days Ago
Initial tile cache skeleton