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Recast: build navmesh directly into the game's load path
The engine loads it from here during development, store the file directly there so we can hot reload it into the game.
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@ -1252,7 +1252,7 @@ bool Editor::loadAll(std::string path, const bool fullPath)
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if (!fullPath) // Load from model name (e.g. "mp_rr_box").
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{
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fs::path p = "..\\maps\\navmesh\\";
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fs::path p = "..\\platform\\maps\\navmesh\\";
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if (fs::is_directory(p))
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{
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path.insert(0, p.string());
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@ -1367,7 +1367,7 @@ void Editor::saveAll(std::string path, const dtNavMesh* mesh)
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if (!mesh)
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return;
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fs::path p = "..\\maps\\navmesh\\";
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fs::path p = "..\\platform\\maps\\navmesh\\";
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if (fs::is_directory(p))
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{
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path.insert(0, p.string());
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