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Walkabout navigation editor #1092

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merged 18 commits into from Jan 29, 2015

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@crabmusket
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crabmusket commented Jan 2, 2015

For #1052. Includes the first half of that issue and fixes #956. I can break this up if people would prefer. Particularly the changes to AIPlayer may need more careful review in terms of code style (use of defines everywhere).

@crabmusket crabmusket added this to the 3.7 milestone Jan 2, 2015

@crabmusket crabmusket referenced this pull request Jan 2, 2015

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Add navmesh editor based on Walkabout #1052

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dottools commented Jan 2, 2015

Sweet

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Azaezel Jan 2, 2015

Looks like something went pear-shaped with this line when integrated into devhead at time of writing. Sets the extent to 1140686848 1107558400 this end.

Conversely,

  EWToolsToolbar.setExtent((25 + 8) * (%count + 1) + 12, 33);

sets the extent to 33 33

Looks like something went pear-shaped with this line when integrated into devhead at time of writing. Sets the extent to 1140686848 1107558400 this end.

Conversely,

  EWToolsToolbar.setExtent((25 + 8) * (%count + 1) + 12, 33);

sets the extent to 33 33

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crabmusket Jan 2, 2015

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Something went bad in #1072 with setExtent. Fixing now, #1093.

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crabmusket replied Jan 2, 2015

Something went bad in #1072 with setExtent. Fixing now, #1093.

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Azaezel Jan 2, 2015

verified corrected.

Azaezel replied Jan 2, 2015

verified corrected.

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crabmusket Jan 3, 2015

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Yay!

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crabmusket replied Jan 3, 2015

Yay!

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TheDushan Jan 13, 2015

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some files are missing in this pull

Missing file: tools/navEditor/NavEditorGui.cs!
Missing file: tools/navEditor/NavEditorAboutDlg.gui!
Executing tools/navEditor/NavEditorConsoleDlg.gui.

After executing NavEditorConsoleDlg.gui I get (simobject.cpp(1533) : Warning - SimObject::linkNamespaces -- Namespace linkage already in place)

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TheDushan commented Jan 13, 2015

some files are missing in this pull

Missing file: tools/navEditor/NavEditorGui.cs!
Missing file: tools/navEditor/NavEditorAboutDlg.gui!
Executing tools/navEditor/NavEditorConsoleDlg.gui.

After executing NavEditorConsoleDlg.gui I get (simobject.cpp(1533) : Warning - SimObject::linkNamespaces -- Namespace linkage already in place)

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crabmusket Jan 14, 2015

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Whoops, those were removed intentionally but I guess I forgot to remove the execs. Thanks, I'll check on that namespace error. Also, if anybody has comments on the changes to AIPlayer, please speak now. I don't like introducing #defines everywhere but I think until we get an ECS up and running, they're our only hope. Or a subclass of AIPlayer, maybe.

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crabmusket commented Jan 14, 2015

Whoops, those were removed intentionally but I guess I forgot to remove the execs. Thanks, I'll check on that namespace error. Also, if anybody has comments on the changes to AIPlayer, please speak now. I don't like introducing #defines everywhere but I think until we get an ECS up and running, they're our only hope. Or a subclass of AIPlayer, maybe.

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Azaezel Jan 14, 2015

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using that https://github.com/Azaezel/Torque3D/tree/linkNamespacesDebugOutput bit:

SimObject::linkNamespaces -- Namespace linkage already in place NavEditorConsoleListener

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Azaezel commented Jan 14, 2015

using that https://github.com/Azaezel/Torque3D/tree/linkNamespacesDebugOutput bit:

SimObject::linkNamespaces -- Namespace linkage already in place NavEditorConsoleListener

crabmusket added a commit that referenced this pull request Jan 29, 2015

@crabmusket crabmusket merged commit 29c2b98 into GarageGames:development Jan 29, 2015

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@crabmusket crabmusket deleted the crabmusket:walkabout branch Jan 29, 2015

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adambeer Feb 3, 2015

Hey Dan,

Before this commit what was happening that was incorrect? I sometimes get some really wonky paths getting calculated when the nav mesh seems correct. Could this line possibly fix this?

adambeer commented on 37159bf Feb 3, 2015

Hey Dan,

Before this commit what was happening that was incorrect? I sometimes get some really wonky paths getting calculated when the nav mesh seems correct. Could this line possibly fix this?

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crabmusket Feb 3, 2015

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If you created, for example, a ConvexShape, then scaled it in the world editor, the navmesh would ignore its scale. This just takes object scale into account. If the navmesh looks correct, then this isn't your issue :(. Do you have any examples of messed-up paths?

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crabmusket replied Feb 3, 2015

If you created, for example, a ConvexShape, then scaled it in the world editor, the navmesh would ignore its scale. This just takes object scale into account. If the navmesh looks correct, then this isn't your issue :(. Do you have any examples of messed-up paths?

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