-
For the following files, `cppcheck` is reporting duplicate consecutive return statements:
```
cocos/scripting/lua-bindings/auto/lua_cocos2dx_3d_auto.cpp
cocos/scripting/lua-bindings/auto/lua_coco…
-
Splitting a vanilla navmesh is verboten. Whether new navmeshes with islands also cause problems needs research.
-
Then no need to bake whole terrain as navmesh, if just want the roads to be walkable
-
Hey, I know you are not activily developing on this anymore. which is sad there really is not other good options.. But i am having an issue with building tiled navmeshes
This is the code I use to gen…
-
**Issue by [kaincenteno](https://github.com/kaincenteno)**
_Friday Sep 18, 2020 at 05:55:12_
_Originally opened as: project-topaz/topaz - Issue 1152_
----
**_I have:_**
- [x] searched existing…
-
- [x] name
- [ ] active self (tricky!)
- [ ] layer (currently not showing up in the ui)
- [x] tag
- [x] static flags
- [ ] navmesh layer
Also:
- [ ] Prefab connection (important and tricky!)
-
**Issue by [topaz-bot](https://github.com/topaz-bot)**
_Wednesday Jan 08, 2020 at 14:36:59_
_Originally opened as: project-topaz/topaz - Issue 135_
----
**Issue by [thedax](https://github.com/thed…
-
I'd like to explore using Detour within this library, and accepting the more efficient navmesh formats generated by Recast. I.e. load a tiled navmesh, rather than a raw geometry object.
See: https:…
-
Title says it all x.x
-
Overall Progress:
- [ ] Layout
- [ ] Cluttering
- [ ] Scripting
- [ ] Questing
- [ ] Navmeshing
- [ ] Play Testing