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Backported from godot4: Unbind NavigationServer3D.process()
Unbinds NavigationServer3D.process().
- smix8
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@ -591,15 +591,6 @@
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Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.
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Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.
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</description>
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</description>
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</method>
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</method>
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<method name="process">
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<return type="void" />
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<argument index="0" name="delta_time" type="float" />
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<description>
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Process the collision avoidance agents.
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The result of this process is needed by the physics server, so this must be called in the main thread.
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[b]Note:[/b] This function is not thread safe.
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</description>
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</method>
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<method name="query_path" qualifiers="const">
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<method name="query_path" qualifiers="const">
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<return type="void" />
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<return type="void" />
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<argument index="0" name="parameters" type="NavigationPathQueryParameters3D" />
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<argument index="0" name="parameters" type="NavigationPathQueryParameters3D" />
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@ -156,8 +156,7 @@ void NavigationServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("free_rid", "rid"), &NavigationServer::free);
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ClassDB::bind_method(D_METHOD("free_rid", "rid"), &NavigationServer::free);
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ClassDB::bind_method(D_METHOD("set_active", "active"), &NavigationServer::set_active);
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ClassDB::bind_method(D_METHOD("set_active", "active"), &NavigationServer::set_active);
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ClassDB::bind_method(D_METHOD("process", "delta_time"), &NavigationServer::process);
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &NavigationServer::get_process_info);
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &NavigationServer::get_process_info);
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ClassDB::bind_method(D_METHOD("set_debug_enabled", "enabled"), &NavigationServer::set_debug_enabled);
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ClassDB::bind_method(D_METHOD("set_debug_enabled", "enabled"), &NavigationServer::set_debug_enabled);
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