From fda4e694d6568226967f295293b5b8b5c4bfb1ab Mon Sep 17 00:00:00 2001 From: Kawe Mazidjatari <48657826+Mauler125@users.noreply.github.com> Date: Tue, 22 Oct 2024 12:02:22 +0200 Subject: [PATCH] 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. --- src/naveditor/Editor.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/naveditor/Editor.cpp b/src/naveditor/Editor.cpp index 42731090..8d7afd97 100644 --- a/src/naveditor/Editor.cpp +++ b/src/naveditor/Editor.cpp @@ -1252,7 +1252,7 @@ bool Editor::loadAll(std::string path, const bool fullPath) if (!fullPath) // Load from model name (e.g. "mp_rr_box"). { - fs::path p = "..\\maps\\navmesh\\"; + fs::path p = "..\\platform\\maps\\navmesh\\"; if (fs::is_directory(p)) { path.insert(0, p.string()); @@ -1367,7 +1367,7 @@ void Editor::saveAll(std::string path, const dtNavMesh* mesh) if (!mesh) return; - fs::path p = "..\\maps\\navmesh\\"; + fs::path p = "..\\platform\\maps\\navmesh\\"; if (fs::is_directory(p)) { path.insert(0, p.string());