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Change NavigationMesh to also parse collision shapes by default #95013

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merged 1 commit into from
Aug 19, 2024

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smix8
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@smix8 smix8 commented Aug 1, 2024

Changes NavigationMesh parse geometry types to include collision shapes as well by default.

The NavigationMesh default properties are set to only parse visual meshes but not collision shapes. New users regular stumble and fumble with this and for older users it is an annoyance that the properties need to always be changed when creating a new NavigationMesh.

The properties need to be changed because parsing visual meshes is objectively bad for performance. Recommending users to use only collision shapes for the baking when the defaults ignore those shapes is always very awkward. This is especially irritating for people that switch to Godot from other engines as in basically all other game engines the default is set to parse collision shapes (and often only collision shapes) so they do not even expect a setting for this.

For legacy and compatibility reasons (as Godot does not store defaults) this is hard to fully change now without breaking a lot of older projects so this PR at least changes that by default both are parsed. This already is the case with the newer parsing on the 2D NavigationPolygon.

Changes NavigationMesh parse geometry types to include collision shapes as well by default.
@smix8 smix8 force-pushed the navmesh_geo_parse branch from 3b9ce1d to c9b152b Compare August 1, 2024 12:41
@smix8 smix8 requested a review from a team as a code owner August 1, 2024 12:41
@smix8 smix8 requested a review from a team August 16, 2024 20:27
@akien-mga akien-mga merged commit 43c46b9 into godotengine:master Aug 19, 2024
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Thanks!

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3 participants