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## 🐛 Bug report
![image](https://github.com/vmangos/core/assets/58101246/f8248e2d-7ef0-43e0-93e0-f47d1b84985f)
Video: (Too big to upload here):
https://drive.google.com/file/d/1Nn0ELfJVtmynZm_r…
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Currently, the NAVMESH blocker system switches off the polygons in the navmesh below doors to isolate paths through closed doors, but the polygons are not ideally placed, and can cause characters to f…
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Would it be possible to extend the toolkit to support dynamic obstacles in the navmesh?
Use case:
I have a game scene that has n+1 enemies, that are following the player using the navmesh. One ene…
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The wrong location on the navmesh will be returned if a large search extent is
used with Navmesh.GetNearestPoly().
The exact point at which failures begin is not known. But testing up to (60,
…
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Hello, Could I ask a question?
I need do path_find in server. What the server gets is Unreal Local position from client, and server has the *.bin file which is export from unreal level, or navmesh ge…
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Even on navmesh-optimized maps bots do too many calls each frame, causing the server's CPU to go down and overload, and AFAIK as well as the entire navmesh table is checked for proper nodes. Currently…
CWorm updated
4 years ago
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Hello, is there a simple option to modify the code so that the search_path function returns paths that will not pass through specific coordinates? I mean, for example, closing certain doors on a floor…
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Picking fails when inside the pond. Jaime will sometimes just continue until he walks off the edge. Most times he will just get stuck. Waypoint boxes fail to be placed for endpoint.
Might be due t…
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At this point I truly do not know what I am doing wrong. I do not have a GPU, but a python example viewer runs perfectly. However, if I try to do anything in another script, it fails with `Platform::W…
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From the code implementation it's pretty obvious that this may happen, since it only considers 1 single edge ("the closest one") from start position, instead of a set of multiple border edges along th…