fix: center-screen messages not appearing (fix: #446)
fix: crash when creating too much threads refactor: fix typos in comments in headers
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b946cbdcbf
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7f4d4748fa
22 changed files with 105 additions and 99 deletions
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@ -675,7 +675,7 @@ void BotGraph::add (int type, const Vector &pos) {
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else {
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auto nearest = getEditorNearest ();
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// do not allow to place waypoints "inside" waypoints, make at leat 10 units range
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// do not allow to place node "inside" node, make at leat 10 units range
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if (exists (nearest) && newOrigin.distanceSq (m_paths[nearest].origin) < cr::sqrf (10.0f)) {
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msg ("Can't add node. It's way to near to %d node. Please move some units anywhere.", nearest);
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return;
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@ -981,7 +981,7 @@ bool BotGraph::isConnected (int a, int b) {
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}
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int BotGraph::getFacingIndex () {
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// find the waypoint the user is pointing at
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// find the node the user is pointing at
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Twin <int32_t, float> result { kInvalidNodeIndex, 5.32f };
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auto nearestNode = getEditorNearest ();
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@ -991,7 +991,7 @@ int BotGraph::getFacingIndex () {
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for (const auto &path : m_paths) {
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// skip nearest waypoint to editor, since this used mostly for adding / removing paths
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// skip nearest node to editor, since this used mostly for adding / removing paths
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if (path.number == nearestNode) {
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continue;
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}
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@ -999,12 +999,12 @@ int BotGraph::getFacingIndex () {
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const auto &to = path.origin - m_editor->v.origin;
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auto angles = (to.angles () - m_editor->v.v_angle).clampAngles ();
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// skip the waypoints that are too far away from us, and we're not looking at them directly
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// skip the nodes that are too far away from us, and we're not looking at them directly
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if (to.lengthSq () > cr::sqrf (500.0f) || cr::abs (angles.y) > result.second) {
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continue;
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}
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// check if visible, (we're not using visiblity tables here, as they not valid at time of waypoint editing)
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// check if visible, (we're not using visibility tables here, as they not valid at time of node editing)
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TraceResult tr {};
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game.testLine (editorEyes, path.origin, TraceIgnore::Everything, m_editor, &tr);
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