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.