Facepunch / garrysmod-requests

Feature requests for Garry's Mod
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nav_generate_incremental should not run nav_analyze after. #1773

Closed jacklollz2 closed 3 years ago

jacklollz2 commented 3 years ago

nav_analyze & nav_generate for a large map is extremely slow and timely. nav_generate_incremental allows me to generate a small patch of a nav area while I am manually editing, but it then tries to analyze the entire map, causing the game to freeze up and run poorly. This is not the final edit, I am not done manually editing the map, I will run nav_analyze after I have finished. The behavior of this command should be changed so it does not try to analyze the map every time it is run.

robotboy655 commented 3 years ago

nav_quicksave 2 will now skip mesh visibility computation

jacklollz2 commented 1 year ago

nav_quicksave 2 now no-longer skips mesh visibility computation, it seems this was reverted.

robotboy655 commented 1 year ago

It was not touched.

jacklollz2 commented 1 year ago

You're right, even though it was set to 2 it still computed, however, after restarting the game, setting it to 2 again made it not compute. I wonder, if I set it to 2, join a server, then join an SP map, even if it says 2 it may not have changed internally, or something.

I've also noticed, doing nav_generate_incremental multiple times seems to compute the visibility again, even if the first time it didn't.

nav_quicksave 2;nav_generate_incremental; no compute. But if I do nav_generate_incremental again, it computes.

T-Rizzle12 commented 1 year ago

@robotboy655 I know why nav_quicksave 2 breaks with nav_generate_incremental. I found out that nav_generate_incremental sets nav_quicksave to 1 internally. Disabling this when nav_quicksave is greater than 0 should fix this.

Source: https://github.com/sr2echa/CSGO-Source-Code/blob/master/cstrike15_src/game/server/nav_generate.cpp#L3426

robotboy655 commented 1 year ago

It already works like that since 2021.