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Backported from godot4: Fix Editor Navigation debug edge connection visuals
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
- smix8
8bfea7dcb4
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parent
038329e7d0
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@ -37,6 +37,7 @@
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#include "scene/resources/navigation_mesh.h"
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#include "scene/resources/navigation_mesh.h"
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#ifdef DEBUG_ENABLED
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#ifdef DEBUG_ENABLED
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#include "core/config/engine.h"
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#include "core/config/project_settings.h"
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#include "core/config/project_settings.h"
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#include "scene/resources/material.h"
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#include "scene/resources/material.h"
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#endif
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#endif
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@ -167,6 +168,12 @@ NavigationServer::NavigationServer() {
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_debug_navigation_enable_geometry_face_random_color = GLOBAL_DEF("debug/shapes/navigation/enable_geometry_face_random_color", true);
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_debug_navigation_enable_geometry_face_random_color = GLOBAL_DEF("debug/shapes/navigation/enable_geometry_face_random_color", true);
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_debug_navigation_enable_link_connections = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections", true);
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_debug_navigation_enable_link_connections = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections", true);
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_debug_navigation_enable_link_connections_xray = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections_xray", true);
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_debug_navigation_enable_link_connections_xray = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections_xray", true);
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if (Engine::get_singleton()->is_editor_hint()) {
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// enable NavigationServer3D when in Editor or else navmesh edge connections are invisible
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// on runtime tests SceneTree has "Visible Navigation" set and main iteration takes care of this
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set_debug_enabled(true);
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}
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#endif // DEBUG_ENABLED
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#endif // DEBUG_ENABLED
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}
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}
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