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Fix NavigationAgent3D not emitting "target_reached" Signal reliably #47959
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smix8
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Fix NavigationAgent3D not emitting "target_reached" Signal reliably #47959
smix8
wants to merge
119
commits into
godotengine:master
from
smix8:issue_47334_navagent_target_reached
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This modal dialog displayed when the page is loaded. It can be dismissed permanently by clicking the "OK, don't show again" button. Clicking outside the modal will only dismiss it once. This dialog is used to remind people that the HTML5 editor is still in release candidate stage and isn't considered production-ready yet.
**Not tested** (I don't have an easy way to test currently). Resolves godotengine/godot-proposals#2394 .
Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
…ing called when exporting UWP in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
This updates global classes and exposes base member variables. Fixes godotengine#39713
So the stack slots perform less type changes, which is useful for future optimizations.
Seeking isn't implemented in built-in video formats and can only be supported in GDNative-provided video formats.
Make calls faster with the caveat that the caller needs to make sure that the return value type is already correct.
Avoid unnecessary allocation of temporary buffers for each mip, and creates only one Image with the compressed data. Also renames variable and reorders code for clarity. Clarify that squish is now only used for decompression. Documented which formats can be decompressed in Image.
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
I don't use 2D or have a test project ready but I see now that NavigationAgent2D has the same code base on this issue. I assume 2D navigation users will face the same issue on high framerates so I will prepare a pr for the NavigationAgent2D that applies the same fix. |
The trampolines were casting double to `size_t` (likely a copy-paste mistake), so the value was getting truncated.
[master] C#: Fix `double` casting in wasm m2n trampolines
…e-dialog Add a welcome dialog to the HTML5 editor
Clarified that the `merge_polygons` method can produce multiple holes.
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
Created a clean branch to remove this mess #48229 |
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Fixes #47334
NavigationAgent3D did only check distance to target on the slow physics tickrate. This created situations where a fast moving agent on high framerate would not emit the "target_reached" signal when it would immediatly move to the next target on completing the current navigation path (even if standing right on top the target position).
Now whenever the NavigationAgent3D completes a path follow and the "navigation_finished" signal is emitted a target distance checks is performed to also emit "target_reached" if distance to target is small enough.