Fills particle data with zeroes on resize using set_amount(), to prevent garbage data including Nans being sent to VisualServer, which can corrupt the spatial partitioning.
(cherry picked from commit fdd82f4754)
Some logging messages were still being issued when portals/debug/logging was false. This could be annoying in games that stream in parts of levels and repeatedly call `rooms_convert()`.
This PR allows all but essential logging to be disabled.
Groups the ill-defined NavigationAgent properties between pathfinding and avoidance to make it more clear which property affects what.
(cherry picked from commit dde09be302)
Mark Navigation/Navigation2D nodes as deprecated. They already just redirect calls to the NavigationServer and have no longer a real purpose. In Godot 4.0 both nodes are already removed for good reasons.
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
Changes NavigationAgent avoidance callback to a toggle that is disabled by default.
Also fixes a few missing descriptions / wrong warnings.
(cherry picked from commit 7f3688603c)
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)
* 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
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)
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
The data flow to the VisualServer of current and previous transforms is essential for allowing correct interpolation. An optimization was present that disabled sending transforms when nodes were hidden, however this meant that when unhidden, nodes would interpolate incorrectly from the last transform received when hiding, rather than the up to date previous transform.
This PR disables the optimization and sends always sends transforms when a node is interpolated.
When switching emission on and off, processing was always being switched on and off using internal_process, which was incorrect for using physics interpolation (where physics_process is the relevant one).
This PR correctly updates the process mode according to whether physics interpolation is being used.