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4 commits

Author SHA1 Message Date
jfons 1add4c15ab Various improvements to NavigationMesh generation
* Expose EditorNavigationMeshGenerator as an engine singleton so users
  can generate navmesehes from `tool` scripts.

* Add support for generating navmeshes from static colliders. All
  collision shapes are supported except for Plane (since Plane is an
  infinite collider and navmeshes need to have finite geometry).

* When using static colliders as a geometry source, a layer mask can be
  specified to ignore certain colliders.

* Don't rely on global transform. It still should give the exact same
  results but allows for building navmeshes on nodes that are not in the
  tree (useful in `tool` scripts).

* Update navigation gizmos after every new bake.

This work has been kindly sponsored by IMVU.
2019-05-23 08:37:58 +02:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde 59c2c21b15 Move NavigationMeshEditorPlugin to Recast module as should be
Modules can register their own editor plugins (like GridMap does),
so no need to put module-specific classes in the `editor/` folder.

Also cleans up the previous SCons env pollution from the Recast
module, integrating its code into libmodules as other modules.
2018-05-30 22:10:11 +02:00
Renamed from editor/plugins/navigation_mesh_generator.h (Browse further)