14 Commits
Author SHA1 Message Date
D8H 749d711d4c Fix navmesh characters rotating to 0° at start (#9198) 2026-10-07 19:28:18 +02:00
Florian Rival d987c83e9e Fix navigation meshes not loading in games and previews (#9194)
Don't show in changelog
2026-10-07 00:14:08 +02:00
Aurélien Vivet fdb154ce95 Fix NavMesh memory leaks (#9175) 2026-10-05 12:59:28 +02:00
Aurélien Vivet b5fbe6fd8b Remove the Quick Customization flow (#9174) 2026-10-05 11:29:06 +02:00
D8H 7dd4d13a7a Upgrade to Three.js 0.185.1 (#8853)
- Point lights and spot lights now uses a realistic decay. It's not possible to find the exact same result as before, but you can tweak the intensity and the decay properties. Hemisphere lights, directional lights and ambient lights still work the same as before.
- The 3D particle emitter must be updated to the last version to handle the new 3D renderer world scale property.
- Ensure any 3D extension you use is also updated to the latest version.
2026-10-03 13:55:50 +02:00
D8H e2558607c7 Fix a crash when adding a 2D navmesh character at runtime (#9037) 2026-08-31 18:46:47 +02:00
D8H 9ac597a859 Extend the 2D navmesh around obstacles (#8993) 2026-08-21 13:40:59 +02:00
D8H e09b29c611 Navmesh characters speed is now used for physics collision (#8978)
- This results in better handling of objects moved by Navmesh pathfinding
2026-08-18 19:09:46 +02:00
D8H 024a783711 Fix navmesh characters not moving when they have the 3D physics behavior as kinematics (#8973) 2026-08-18 14:51:43 +02:00
D8H ce26d8ce4f Fix navmesh characters were able to walk on top of obstacles (#8969) 2026-08-18 14:47:45 +02:00
D8H 2e9f9dae6d Fix formatting (#8957)
Don't show in changelog
2026-08-11 16:48:05 +02:00
D8H 42931eac70 Fix a too long property name for "Simplified 3D model" (#8956)
Don't show in changelog
2026-08-11 16:00:57 +02:00
Florian Rival 2ae27faee8 Enable navmesh on the web-app and update wording
Don't show in changelog
2026-08-11 12:59:05 +02:00
D8H 361f6b3a87 Add experimental "navmesh-based" pathfinding behavior for 2D and 3D (#8943)
- This pathfinding works in 2D and 3D is more flexible than the "grid-based" existing pathfinding.
- For 3D models, you can optionally choose, like for 3D physics, to follow the exact mesh of the 3D model for pathfinding - allowing characters and objects to move on or around the 3D model naturally.
- It handles "crowds" of characters, which can all go to a destination avoiding each others.
2026-08-11 11:11:44 +02:00