-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
AStar get_available_point_id () initially returns 1 instead of 0 #48950
Comments
I'd like to work on this. |
@deveshXm There's a fix already, see the PR linked above your comment. |
I am beginner. So can i make a pull request on this or has this been already merged and closed because it shows me open. |
If you click the link, you'll see a Pull Request which aims at fixing this issue. It is still Open, so it hasn't been merged yet. But unless there are reasons to think that it wouldn't be merged (e.g. if the fix is wrong), then there's no reason for you to make another PR fixing the issue. We only need one fix (and the best one :)). You can help by reviewing that PR and confirming that it's how you would have fixed the issue too. This issue will be closed as fixed once the PR is reviewed and merged. |
okay. Thank you for the help. |
if this is a ready-made fix why was it not included in version 3.4? |
See the description of #48958:
|
Godot version:
Godot_v3.3.1-stable_win64
OS/device including version:
Win7 x64
Issue description:
AStar. get_available_point_id () initially returns 1 instead of 0.
Also, in some cases, for unknown reasons, it returns 1 twice in a row.
The first mistake in this line ...
godot/core/math/a_star.cpp
Line 39 in 8f7f584
Someone correct this one figure, it has been waiting for more than a year.
The text was updated successfully, but these errors were encountered: