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Posted: Thu Mar 07, 2019 1:17 am
took a bit to hunt that little bit of oddness on down.
Posted: Thu Mar 07, 2019 1:43 am
and all others ... Sorry to take up so much of your time on this. I will make the engine changes and report back.
Thanks to all for quick response ....
Posted: Thu Mar 07, 2019 1:52 am
No problem at all. After all, I use it myself, as noted upthread. Thanks for bringing the new issue to my attention so I could stomp it.
Posted: Thu Mar 07, 2019 5:21 pm
Got it in but not sure it's working properly. First off I use 3.8 ..and called NavMeshUpdateAroundObject. In my version the function didn't have a reference to mPathfindingIgnore in sceneObject.cpp / h so I added that but I can make the call and it returns. Not sure if the "ignore" is the only equate for that. Anyhow here is a link to a pic. I drive the vehicle in and make the call on exit and you can see the result ...
Since this function checks worldbox and a vehicle box is off the ground because of the tires and the bot reference is on the ground do you think this might be an issue?
If something protruded from a wall at waist high the bot will run into it? Or the octree checks for any path obstruction in vertical from worldbox on bot player.?
Posted: Fri Mar 08, 2019 1:49 am
https://github.com/GarageGames/Torque3D ... navigation
Got it in but not sure it's working properly. First off I use 3.8 .
yeah... you're gonna wanna go through that end with a fine toothed comb if you're gonna try to stick with an otherwise 4 point-release-behind codebase....
Posted: Fri Mar 08, 2019 5:18 am
well I couldn't get 3.10 to build and we were so close to release with all the engine changes I had to stick with 3.8
I'll try to code around it till I can merge the changes in, thanks...
Posted: Fri Mar 08, 2019 7:02 am
https://github.com/GarageGames/Torque3D ... 5539caL864
would be one of the critical ones, for what it's worth...
Posted: Sat Mar 09, 2019 6:00 pm
@ Azaezel that was the magic, thanks for your time on this.