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In order to move a unit, the player needs to see the full range of navigable tiles. Upon selection, the unit needs to take the most logical (least cost) path to the target tile.
There are two major …
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The `func_nav_blocker` is an entity that can mark specific areas on the navigation mesh as "blocked", telling bots that they shouldn't attempt to use them when pathfinding.
However, it appears non-…
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### Description
The VDC description in [trigger_finale](https://developer.valvesoftware.com/wiki/Trigger_finale) says this:
> Start the finale now. Only works when all survivors have entered the…
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The exit process for new specifications coming out of Special Interest Groups require a home within the OpenAPIs website.
At a minimum, we need to:
- update the specs page - https://spec.openapis.…
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In the upcoming weeks, I'm going to work on test cases for the navigation area. I'm going to use this issue as a progress tracker but also as a place where anyone can propose scenarios to implement.
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Scony updated
10 months ago
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Recently, I use SharpNav as navigation module in a Unity web project. When I try to
display poly detail mesh in scene, I use data in PolyMeshDetail Object in the middle generating process…
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### Describe the project you are working on
Improvements to the Godot Engine
### Describe the problem or limitation you are having in your project
`GridMap` is very limited and there's a lot …
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## Bug report
- AirSim Version/#commit: aba8ff15a918b766d10dccc93dba60b91b256635
- UE/Unity version: UE 4.26.2 or UE 4.25.4
- autopilot version: PX4
- OS Version: Windows 10
### …
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This issue is a feature proposal. Feel free to upvote (with 👍 ), comment and provide your use-cases if you're interested by this feature.
## Context
(Originally discussed in https://github.com/i…
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I tried this with recent `daemonmap`, but I think this is deprecated, so I report it here.
Here is an example of a map where a part did not receive a navmesh:
![unvanquished_2023-01-07_095906_000]…