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https://github.com/Relintai/pandemonium_engine.git
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Backported from godot4: Stops NavigationAgents moving to the world origin without anyone telling them to do so.
-smix8
860379fc16
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61bf4df2f4
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@ -248,7 +248,7 @@ void NavigationAgent2D::_notification(int p_what) {
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#endif // DEBUG_ENABLED
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (agent_parent) {
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if (agent_parent && target_position_submitted) {
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if (velocity_submitted) {
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velocity_submitted = false;
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if (avoidance_enabled) {
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@ -573,6 +573,7 @@ real_t NavigationAgent2D::get_path_max_distance() {
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void NavigationAgent2D::set_target_position(Vector2 p_position) {
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target_position = p_position;
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target_position_submitted = true;
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_request_repath();
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}
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@ -663,6 +664,10 @@ void NavigationAgent2D::update_navigation() {
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return;
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}
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if (!target_position_submitted) {
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return;
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}
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update_frame_id = Engine::get_singleton()->get_physics_frames();
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Vector2 origin = agent_parent->get_global_transform().get_origin();
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@ -788,6 +793,7 @@ void NavigationAgent2D::update_navigation() {
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_check_distance_to_target();
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nav_path_index -= 1;
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navigation_finished = true;
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target_position_submitted = false;
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emit_signal("navigation_finished");
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break;
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}
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@ -66,6 +66,8 @@ class NavigationAgent2D : public Node {
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real_t path_max_distance;
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Vector2 target_position;
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bool target_position_submitted;
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Ref<NavigationPathQueryParameters2D> navigation_query;
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Ref<NavigationPathQueryResult2D> navigation_result;
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int nav_path_index;
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@ -84,8 +86,6 @@ class NavigationAgent2D : public Node {
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Vector2 velocity_forced;
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bool velocity_forced_submitted;
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bool target_position_submitted;
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bool target_reached;
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bool navigation_finished;
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// No initialized on purpose
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@ -550,6 +550,7 @@ real_t NavigationAgent::get_path_max_distance() {
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void NavigationAgent::set_target_position(Vector3 p_position) {
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target_position = p_position;
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target_position_submitted = true;
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_request_repath();
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}
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@ -648,6 +649,10 @@ void NavigationAgent::update_navigation() {
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return;
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}
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if (!target_position_submitted) {
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return;
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}
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if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
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return;
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}
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@ -773,6 +778,7 @@ void NavigationAgent::update_navigation() {
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_check_distance_to_target();
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nav_path_index -= 1;
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navigation_finished = true;
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target_position_submitted = false;
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emit_signal("navigation_finished");
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break;
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}
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@ -72,6 +72,7 @@ class NavigationAgent : public Node {
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real_t path_max_distance;
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Vector3 target_position;
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bool target_position_submitted;
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Ref<NavigationPathQueryParameters3D> navigation_query;
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Ref<NavigationPathQueryResult3D> navigation_result;
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@ -96,8 +97,6 @@ class NavigationAgent : public Node {
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// While not perfect it at least looks way better than agent's that clip through everything that is not a flat surface
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float stored_y_velocity;
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bool target_position_submitted;
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bool target_reached;
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bool navigation_finished;
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// No initialized on purpose
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