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