Garry's Mod

Garry's Mod

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Navmesh Optimizer
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Content Type: Addon
Addon Type: Tool
Addon Tags: Fun
File Size
Posted
Updated
99.341 KB
21 Oct, 2022 @ 6:03pm
15 Oct @ 12:14am
53 Change Notes ( view )

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Navmesh Optimizer

In 2 collections by StrawWagen
My Bigger Projects
26 items
[CFC] Hunter's Glee
248 items
Description
Optimises navmeshes by finding and merging neighbouring areas.
On big maps, this can mean tens of thousands of navareas merged.

(And MUCH more!)


As you can imagine...
You will have much less lag running nextbots on an optimized navmesh.



HOW TO USE?

If you just want to optimise a navmesh, run...
navmesh_globalmerge_auto
This command will automatically run the merging process, losing all of the precalculated visibility data between merged areas and their neighbours. To fix this, a nav_analyze will be run when the merging process is over.
This will start the dreaded "calculating navmesh visibility..." and as you can imagine, will take a very long time.
Once the nav_analyze finishes, the optimized navmesh will automatically save, and your session will restart!
After letting this command run it's course, a map's navmesh will be ready to share.

Expect area count reduction of 20-50%



Some extras!

Nigh-INSTANT navmesh generation ( with 1000% less crashing! )
nav_generate_cheap_expanded
Incrementally generates a navmesh, dynamically places seed locations in walkable areas across the map. Navareas will cover the entire map, rooftops, inacessible areas, sometimes even the skybox.
Basically a 'Nuclear Option'.


This will never really "miss" a spot, like the default generator always, always does, but expect to have to cut corners after it's done generating! ( or at least, if you need a truly, "polished" result... )


nav_generate_cheap_plyseeds
Clone of the above, nav_generate_cheap_expanded. Inital seeds are only placed under players


navmesh_ischeap
Tells you if a map's navmesh is "cheap" or not.


nav_mark_walkble_auto
Places generation seeds under every spawnpoint, door, teleporter exit, ladder dismount point.
This is automatically used by generate_expanded.
nav_mark_walkble_allplayers
Places seed positions under every player's feet.
I added this because nav_mark_walkable doesn't work in dedicated servers.

navmesh_trim_displacement_areas
Goes through the entire navmesh, and removes tiny areas with >3 connections that are on displacements.
Best used after globalmerge_auto. Leaves small holes in the navmesh, but on huuuge maps with lots of displacements this can probably help with nextbot lag while losing very little of real importance.

navmesh_trim_deepunderwater_areas
Removes areas under water that is X or more units deep.
Default 350 units deep.

navmesh_delete_allareas
Helper func, removes all areas.


Ladders!
navmesh_ladderusable_build
Creates a navmesh ladder on top of the nearest func_useableladder.

navmesh_ladder_buildmanual
Create a navmesh ladder anywhere.

navmesh_ladder_buildmanual_snap
Like navmesh_ladderusable_build, but allows for the changing of JUST the height of the top/bottom

navmesh_ladderusable_showall
navmesh_ladderusable_tp
Helper funcs for finding func_usableladder(s)


Happy navmeshing!


Extras

GLua Globals ( for addon developers! )
isCheap = getNavmeshIsCheap()
Returns true if the map's navmesh is cheap!

isCorrupt, corruptedRatio, corruptedAreas = navmeshIsCorrupted()
Returns true if >25% of the map's navareas are outside of the playable space, or high up off the ground.
Can happen if, for example, a navmesh was generated for a map with the same name as the current one.

validMerge, mergedSurfacearea, createdArea = navmeshAttemptMerge( area1, area2 )
Attempts a navmesh merge between two areas!
( in my experience, can crash sessions if nextbots are spawned & pathing when this is ran )

validMerge, mergedSurfacearea, createdArea = navmeshAutoAttemptMerge( navArea )
Automatically runs navmeshAttemptMerge beween navArea and every one of it's neighbors.

Hooks:
navoptimizer_done_gencheapexpanded
Ran when nav_generate_cheap_expanded/plyseeds is finished.
navoptimizer_done_globalmerge
Ran when the globalmerge commands are finished.

+Hooks that expose the seed position tables for modification
( Ctrl-f in the code, examples are next to every hook, )



& Finally..
Github [github.com]
Some related reading... Hunter's Glee
Popular Discussions View All (4)
68
31 May @ 12:22pm
Report Issues Here
Zeb
5
27 Feb @ 8:46am
questions
Pyxel Perfect
1
9 Nov, 2022 @ 10:58am
Before I get this, one question.
⭒sirconcept⭒
375 Comments
17th21stlancers 7 Nov @ 1:42pm 
how do i create navmesh parts manually on stairs and slopes?
GreenBoi 29 Sep @ 9:30pm 
@mrswormsweat sweet, thanks. 👍
mrswormsweat 22 Sep @ 3:37am 
nav_edit 0
GreenBoi 22 Sep @ 3:14am 
yo, how do I hide the navmesh identifier thingy after finishing the nav generation?
ActionCraftMC 19 Sep @ 4:19am 
Kk.
StrawWagen  [author] 18 Sep @ 11:35am 
Displacements are complex surfaces so they need lots of navareas, so lots of lag when pathfinding over
ActionCraftMC 18 Sep @ 5:21am 
Though it all happened after I added displacements to my map and then regenerated the Navmesh, nothing was wrong before displacements.
ActionCraftMC 18 Sep @ 5:18am 
Oh aight then, thanks for telling. Its not much of a problem tbh so we're good.
StrawWagen  [author] 17 Sep @ 7:11pm 
That's a problem the nextbot dev has to fix :(
ActionCraftMC 17 Sep @ 6:57pm 
Yeah I know, it works fine over there. Its only lagging when I am on top of a structure where there is no way to climb.