Instead of building the static pathing data when the NavMesh is getting saved, build it right after the NavMesh has been build. also, parse this data out from NavMesh files loaded from the disk. This patch also documented some extra features and designs. In the future, static pathing logic will also be implemented in the detour path query code.
Reserve poly group ID 1 (defined as DT_STRAY_POLY_GROUP) for unlinked poly's. The game skips all poly's that are marked 1. Previously, before this optimization, the AI would become stuck when they walk over an island who's poly's are marked 1 as we didn't take this engine feature into account in Recast.
- Recast will now render all poly's marked 'DT_STRAY_POLY_GROUP' as red.
- This patch also reduces the number of poly group id's and therefore reduces the overall size of the NavMesh.
Used by the engine for AI wall running, but also other AI logic like move direction. This probably is some cached ref pos + yaw to save on computation in the runtime, and probably used to lerp the AI to the correct direction before jumping. Current implementation seems very close to original navs now, though, the original navs appear to have some yaw angles being rotated a bit, probably manual adjustments to make the AI face a wall that isn't perpendicular.
Also implemented debug drawing for the new ref positions, and made the start circle of the off-mesh connection red, and the end position green to make it easy what is what in bidirectional connections.