Switch navigation mesh to be based on collision only, not collision and texture meshes

Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
This commit is contained in:
2026-02-25 22:33:38 -08:00
parent 9d18bbb349
commit a686ce2fbc
59 changed files with 442 additions and 457 deletions

View File

@@ -1084,6 +1084,48 @@ tracks/2/keys = {
"values": [0, 30]
}
[sub_resource type="Animation" id="Animation_pyqdk"]
resource_name = "Hit Wall"
tracks/0/type = "audio"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("%HitWallSound")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"clips": [{
"end_offset": 0.0,
"start_offset": 0.0,
"stream": ExtResource("8_ajbah")
}],
"times": PackedFloat32Array(0)
}
tracks/0/use_blend = true
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Weapon Animations:animation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [&"wall_hit"]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Weapon Animations:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.933333),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0, 28]
}
[sub_resource type="Animation" id="Animation_7rguc"]
resource_name = "Love Judgement"
length = 1.23334
@@ -1417,49 +1459,6 @@ tracks/2/keys = {
"values": [0, 30]
}
[sub_resource type="Animation" id="Animation_pyqdk"]
resource_name = "Hit Wall"
length = 1.0
tracks/0/type = "audio"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("%HitWallSound")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"clips": [{
"end_offset": 0.0,
"start_offset": 0.0,
"stream": ExtResource("8_ajbah")
}],
"times": PackedFloat32Array(0)
}
tracks/0/use_blend = true
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Weapon Animations:animation")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [&"wall_hit"]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("Weapon Animations:frame")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.933333),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0, 28]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ickvi"]
_data = {
&"Air Slash": SubResource("Animation_l7c4m"),