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I'll try to collect all problems with the ingame navmesh generator here. Maybe I'll split this into several issues later.
- [x] Use BSP Patches
* https://github.com/Unvanquished/Unvanquished/iss…
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### Is your feature request related to a problem? Please describe.
Pathfinding through Protoflux is a very very long and tedious process with no real way to do any of it in real time. Granted the abi…
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I am currently using this crate for navmesh generation in a 2d top-down gam where I want to create a navmesh for every room, and associate some data with it.
After some debugging, I found out that …
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I do not know if this is a regression or an old bug. I know I've had it when I tweaked the navmesh generation on my servers though.
![2023-02-05](https://user-images.githubusercontent.com/1316300/2…
ghost updated
1 month ago
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I am attempting to make a procedural generation script. The scripts works fine with normal navmesh, however, the pathing is bad so I decided to try this. When trying to use this I attempted to bake …
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Add the possibility to disable or only partial enable navmesh auto generation and caching.
the load priority of navmeshes should be:
`navmesh in config folder` > `navmesh in map or mod dpk` > `au…
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Current avoidance can lead to stuck entities since if an entity is blocking a path it won't reroute navigation to a different path far away. See https://github.com/HaywireInteractive/OnAllFronts-Publi…
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I have a use-case where I need to generate a 2D navigation mesh for a non-voxel game. Currently I have a mesh that looks like this ( pardon the green line and paused icon ):
![image](https://user-i…
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NavMesh is currently updated 5 seconds after map generation finishes, because it is not baked properly during scene initialization for reasons unknown, this freaks out the Drone NavMeshAgent
Furthe…
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While changes like https://github.com/recastnavigation/recastnavigation/pull/657 fix issues with generated navmesh they also change the output for given input so for any caching system it might be a p…
elsid updated
11 months ago