From 5e1063bd0e1880d042ad7d2e48c53cf90ff15752 Mon Sep 17 00:00:00 2001
From: smix8 <52464204+smix8@users.noreply.github.com>
Date: Fri, 1 Jul 2022 22:18:13 +0200
Subject: [PATCH] [3.5] Remove documentation that mentions 2D navigation baking
Cherrypick mentions 2D navigation mesh baking which does only exist very hidden in Godot 3.5.
---
doc/classes/NavigationAgent2D.xml | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 3b5ab368cd2..007403ed1fd 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -135,7 +135,7 @@
The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]).
- Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
+ Does not affect normal pathfinding.
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.