|
@@ -631,6 +631,13 @@ void NavigationMeshGenerator::bake(Ref<NavigationMesh> p_nav_mesh, Node *p_node)
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
#ifdef TOOLS_ENABLED
|
|
EditorProgress *ep(nullptr);
|
|
EditorProgress *ep(nullptr);
|
|
|
|
+ // FIXME
|
|
|
|
+#endif
|
|
|
|
+#if 0
|
|
|
|
+ // After discussion on devchat disabled EditorProgress for now as it is not thread-safe and uses hacks and Main::iteration() for steps.
|
|
|
|
+ // EditorProgress randomly crashes the Engine when the bake function is used with a thread e.g. inside Editor with a tool script and procedural navigation
|
|
|
|
+ // This was not a problem in older versions as previously Godot was unable to (re)bake NavigationMesh at runtime.
|
|
|
|
+ // If EditorProgress is fixed and made thread-safe this should be enabled again.
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
ep = memnew(EditorProgress("bake", TTR("Navigation Mesh Generator Setup:"), 11));
|
|
ep = memnew(EditorProgress("bake", TTR("Navigation Mesh Generator Setup:"), 11));
|
|
}
|
|
}
|