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Stop the expanded 3D starters from freezing while boxes move, and load them faster - #1112
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…d faster The navigation mesh of the whole level was rebuilt (at most once per second) each time a pushable box moved, which took 100 to 300 ms in the expanded shooter with enemies and the 3D house horror. The pushable boxes are no longer navigation mesh obstacles (enemies push them out of the way instead of walking around them). The cells of the navigation mesh are 10 pixels instead of 5 in the expanded starters using it, so that building it when the level starts is about 4 times faster. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GFZnZwjYz8dSQxu3B2QVUJ
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The navigation mesh of the whole level is rebuilt (at most once per second) each time one of its obstacles moves, which freezes the game. In the expanded shooter with enemies and the expanded 3D house horror, pushable boxes are obstacles, so the game froze every second while a box moved. In the starters using the navigation mesh, it was also slow to build when the level starts, because of its 5-pixel cells over large levels.
This is the same fix as the one made in #1106 for the shooter with enemies starter.
Changes
PushableBoxis no longer a navigation mesh obstacle. Enemies and monsters push boxes out of their way instead of walking around them.Testing
Measured with GDevelop 5.6.286, using a temporary probe gameplay test (not committed), in a slow CPU-only container where a typical desktop is about 1.8× faster:
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