This page lists the new features and bug fixes introduced in the 2013.1 release.
The AStarQuery can now calculate paths that begin and end with NavGraph vertices and edges that you specify before running the query. This can allow your characters to calculate new paths even when traversing smart objects that lead them outside the borders of the NavMesh, or to plan paths that lead them to specific smart objects.
See AStarQuery Options.
You can now permit one-way transitions between two NavTags. This allows you to set up scenarios where your NPCs can enter a zone but not leave the zone, or vice-versa.
See Forbidding, Avoiding, and Preferring NavTags and Upgrade requirements for 2013.1.x.
You can now make your characters prefer paths that avoid crossing into different NavTags, and control the relative strength of their aversion to crossing each NavTag. Every time the path finding and path following system considers crossing into a different NavTag, it calls a user-defined function to retrieve a cost multiplier for that NavTag, which it multiplies against the default cost of the path through the NavMesh. The higher you set the cost multiplier for a NavTag, the farther your characters will go out of their way to avoid crossing that NavTag.
See Forbidding, Avoiding, and Preferring NavTags and Upgrade requirements for 2013.1.x.
This release introduces a new class of path finding query, the BestGraphVertexPathFinderQuery, which you can use instead of the AStarQuery. This query chooses a destination for its path on the fly by calling a user-defined function to evaluate the NavGraph vertices it encounters during its propagation through the NavData. For example, if you have data such as cover points represented in your NavData using NavGraph vertices, you could use this query to dynamically choose the closest cover point that is well hidden from a player.
You can now set up the AStarQuery to perform an initial test of the straight-line path to the destination before launching the A* algorithm to calculate a path. This improves the performance of path computations when the straight-line path is clear of obstacles.
See AStarQuery Options.
This version includes several improvements to the Navigation Lab interface and the visual debugging system, including:
This release contains new bug fixes, and rolls in all the bug fixes made in the 2013.0.x releases. For details, see the release history on the Autodesk Gameware developer site, at http://gameware.autodesk.com.