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

@@ -163,7 +163,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
ActionPanel.Hide();
SetProcessInput(true);
ActionPanel.SetProcessInput(false);
if (!_player.Inventory.Items.Contains(_currentlySelected.Item.Value))
if (_player.Inventory.Items.Any() && !_player.Inventory.Items.Contains(_currentlySelected.Item.Value))
_currentlySelected = null;
ResetInventoryState();
}

View File

@@ -63,7 +63,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
ExitButton.Pressed += ExitButton_Pressed;
}
private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = _map.CurrentFloorNumber.Value.ToString("D2");
private void CurrentFloorNumber_Sync(int _) => FloorNumber.Text = (_map.CurrentFloorNumber.Value + 1).ToString("D2");
private void EquipmentComponent_EquipmentChanged(IEquipableItem obj)
{