There was an issue where Recast's common math library was less complete than that of Detour. Some common math operations were also isolated in specific translation units causing copies everywhere. All common math operations have been moved to the Shared library ultimately fixing all the above issues.
New ability to adjust it in all directions, recast and detour offsets are separate. By default, the Recast mesh renders 20 units from the input geom and Detour 30 units to avoid z-fighting.
It was unclear whether this was for toggling all details at once, or showing toggled details on all crowds. It was the latter, improved checkbox naming.
Use the drawlist wrapper instead of relying on ImGui windows (which didn't work to begin with). Also fixed all text colors that weren't converted from the previous library.
These parameters are unused, but since they are checked on and unset, they caused certain elements to not display. Removed them since the expansion logic is now fully handled by Dear ImGui.
The old one doesn't work properly with the new ImGui library since the upgrade in commit 949d01da7935d957e0a01cbd592364e74008d8c4. Moved to the use of ImPlot which was added in commit c2df5e19bf332db0ff24849ee5bbb4c033c51117.
Everything 'dtAlloc', 'rcAlloc', 'dtAlloc', 'dtFree', got renamed into 'rdAlloc', 'rdFree'. There were a lot of object allocators that used these suffixes which were not accounted for causing those to be renamed. Everything has been renamed back to their original names (excluding the actual rdAlloc/rdFree functions as these were supposed to be renamed).
No code logic was changed in this commit.
The accidental renaming was caused in commit fa8d89d287752782ebdd5d9563f04fa72ef0bee9
The editor now takes the static pathing data into account when creating paths/testing the navmesh using the NavMeshTesterTool or CrowdTool. An option is made allowing you to select which traverse anim type you want to use for pathing (each of them uses a different traversal table, thus giving them different options as to which links and jumps they can take).
This allows us to test AI withing the editor itself, thus saving a lot of time shuffling navmesh files around and reloading them in-game.
All recast/detour allocation and assertion code were identical, with the exception of their names (rc* for recast, dt* for detour). We want to use Recast's rcVectorBase class in Detour code, as there is no Detour equivalent, but copying it in its whole isn't good practice (especially considering there is more boilerplate code we want to get rid of in the future). Moved these to Shared so Detour could use it as well under the name rdVectorBase (rd stands for Recast Detour). No changes to the logic of the code were made in this patch.