Unvanquished / Unvanquished

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)
https://unvanquished.net
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Unnecessary navmeshs #1385

Open Gireen opened 3 years ago

Gireen commented 3 years ago

There are many unnecessary navmeshes in every map. Mostly on the outside of rooms but even inside walls and objects.

unvanquished_2021-04-19_144509_000 unvanquished_2021-04-19_150010_000

illwieckz commented 3 years ago

We're walking in the air. We're floating in the moonlit sky…

illwieckz commented 3 years ago

It exists a special brush named common/lightgrid which is meant to tell the map compiler to not compute useless lightgrid outside of this brush. We may imagine something similar. I'm not sure we can reuse that brush for navmesh as well because normal mapping may reuses the lightgrid for some computation, so on that chasm example, the lightgrid on the non-playable part is probably required to make it look good when looked at from playable part.

Otherwise, I don't know how the world is explored by the navmesh generator, but we may want to make it not exploring outside of clips neither within death trigger brushes (like within the chasm, no one can survive there anyway).

ghost commented 3 years ago

This is not unvanquished bug, but either a daemonmap one or directly linked to maps.