Only render the cross at the start as the reverse link will render the 2nd one. Else we render 4 crosses. Also made the alpha of the line around 50%, since we render the forward and reverse link, it will render with 100% opacity, if the reverse link is missing, the crosses will disappear and the line will only render at 50% opacity to make it more clear something is wrong.
Originally taken from https://github.com/ASpoonPlaysGames/r2recast, slightly modified to use the new constants added in commit 78a632eec85ca5406adb03617084746b446b0044, and now renders white crosses if reverse links are set.
The thickness of the bounds were increased, so the red one doesn't need to be darker anymore. Previously it was hard to see compared to the blue poly's.
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.
- Make NavMesh light blue (original color, but more solid and vibrant).
- Make Recast poly mesh and height field's darker blue, but more opaque.
- Increase render thickness of outer poly boundaries (should and will be an option in the debug class soon).
- Increase render size of poly verts (should and will be an option in the debug class soon).
- Make gradient background color slightly more uniform with the GUI.
Also used flag approach for tilemesh rendering, previously you could only render one thing, or a hardcoded set of things at a time. Now you can toggle what you want to draw (e.g. the voxels and detail polys). Also moved all NavMesh drawing options to the NavMesh category instead of TileMesh, e.gm the BVTree drawing options. This patch also allows you to toggle the input mesh off separately from the NavMesh, which is useful for larger levels.
A more consistent name with what has bee reversed so far. Also added documentation on what has been reversed entirely and as much information that i have about stuff that has been partially figured out.
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.