From da1e62e95bc1d5a3f8ce4dd593736e91b1c52a95 Mon Sep 17 00:00:00 2001 From: Relintai Date: Fri, 29 Jul 2022 16:36:49 +0200 Subject: [PATCH] Ported: [3.5] Remove documentation that mentions 2D navigation baking Cherrypick mentions 2D navigation mesh baking which does only exist very hidden in Godot 3.5. - smix8 https://github.com/godotengine/godot/commit/5e1063bd0e1880d042ad7d2e48c53cf90ff15752 --- doc/classes/NavigationAgent2D.xml | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml index e5b4c1a5a..08f0883f1 100644 --- a/doc/classes/NavigationAgent2D.xml +++ b/doc/classes/NavigationAgent2D.xml @@ -134,7 +134,8 @@ The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path. - The radius of the agent. + The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_dist]). + Does not affect normal pathfinding. The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.