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TheGrimsey
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oxidized_navigation
A runtime Nav-Mesh generation plugin for Bevy Engine in Rust.
Apache License 2.0
147
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9
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Rapier 0.26.0 support!
#25
BaronVonScrub
opened
3 weeks ago
9
BevyRapier3D example doesn't work
#24
BaronVonScrub
closed
3 weeks ago
2
Simplify setup of `NavMeshSettings`
#23
Shatur
closed
2 months ago
6
XPBD Scene Colliders
#22
0xh007
closed
4 months ago
2
Update bevy_rapier
#21
janhohenheim
closed
4 months ago
0
Multi-level nav meshes?
#20
0xh007
closed
5 months ago
2
Fix building with `rapier` and `debug_draw` features
#19
JohnTheCoolingFan
closed
5 months ago
1
Bevy 0.12
#18
TheGrimsey
closed
7 months ago
1
2D support
#17
musjj
closed
8 months ago
1
Add benchmarks
#16
Elabajaba
opened
9 months ago
1
Request: Add ability to check walkability of particular point.
#15
Semihazah
opened
11 months ago
0
Make oxidized_navigation generic over Parry3d colliders instead of requiring bevy_rapier3d
#14
Elabajaba
closed
10 months ago
6
Navmesh should be more accurate on walkable terrain
#13
Jeff425
opened
11 months ago
0
Pathfinder algorithm avoids large triangles.
#12
Jeff425
opened
11 months ago
0
Bevy main/0.11
#11
Elabajaba
closed
11 months ago
1
Navmesh is not generated/updated sometimes
#10
nightactive-git
closed
11 months ago
6
Custom colliders support
#9
Shatur
opened
1 year ago
7
Mismatched type error when trying to run the example: expected `Vec<Vec3>`, found `Vec<(UVec2, u16)>`
#8
nylira
closed
1 year ago
2
Pass settings to the plugin itself
#7
Shatur
closed
1 year ago
4
Provide a single function to generate path
#6
Shatur
closed
1 year ago
1
Navmesh is not updated when an entity with `NavMeshAffector` is despawned
#5
irate-devil
closed
1 year ago
2
Bevy 0.10
#4
TheGrimsey
closed
1 year ago
0
Update to Bevy 0.10
#3
janhohenheim
closed
1 year ago
2
Navmesh is generated inconsistently at the edges of tiles
#2
janhohenheim
closed
11 months ago
10
Release 0.1.0
#1
TheGrimsey
closed
1 year ago
1