This fixes issues seen in stairs where the stair corridor can be blocked by a hard edges when edges between layers do not match perfectly.
#rb mikko.mononen
[CL 33184707 by aris theophanidis in ue5-main branch]
Added more information when reporting the error message related to the TileNumberHardLimit.
Added more information when reporting the warning message related to the tile pool size.
#rb Maxime.Mercier
[CL 31841210 by aris theophanidis in ue5-main branch]
Added the missing flipping indices step where the vertices of ISMComp are converted to Recast Space.
#jira UE-161139
#rb Aris.Theophanidis, Yoan.StAmant, Maxime.Mercier
[CL 31816533 by jacob wang in ue5-main branch]
Added the missing flipping indices step where the vertices of ISMComp are converted to Recast Space.
#jira UE-161139
#rb Aris.Theophanidis, Yoan.StAmant, Maxime.Mercier
[CL 31815521 by jacob wang in ue5-main branch]
Extracted finding the seeds and building sub areas to do it once for all NavData
ActiveTiles now use a set instead of an array
When using active tiles, don't try to mark dirtytiles if there is no ActiveTiles
Fixed warning message for oversized dirtyarea to use the AdjustedAreaSize
Addition of profile tags
#rb Mieszko.Zielinski
[CL 30573089 by aris theophanidis in ue5-main branch]
Don't add an unused area modifier to ANavModifierVolume when using navmesh resolution.
When adding dirty areas make sure to prevent bRebuildGeometry for game world static navmeshes.
#rb mikko.mononen
[CL 30380468 by aris theophanidis in ue5-main branch]
* Added sphere visual logs
* Added "wire" variant of various visual logs (box, OO box, cone, cylinder, capsule, sphere)
* Added blueprint versions of most visual logs (box, OO box, cone, cylinder, capsule, sphere, arrow, circle)
* Take into account the log's color's alpha value when drawing visual logs (multiplied by the scene proxy's own alpha), except for text, as is tends to become unreadable
* Fixed oriented box debug renders, which didn't support rotations appropriately (they wouldn't match the wireframe version)
* Fixed cylinder debug renders which were always vertical (!)
* Skip visual logs with empty text in the visual logger window's tooltip
Misc :
* Deprecated the awful overload-based FVisualLogger::GeometryShapeLogf / FVisualLogEntry::AddElement API
#rb Yoan.StAmant
#tests editor
[CL 30047522 by jonathan bard in ue5-main branch]
- addition of an options to skip contour simplification and display raw contours;
- addition of text labels to FRecastInternalDebugData;
- addition of indexes and coordinates to contour debug edges, allowing to identify them individually.
#rb mikko.mononen
[CL 29994972 by aris theophanidis in ue5-main branch]
Addition of LedgeFilterMode on RecastNavMesh to select the desired ledge slope filter mode.
Addition of a new filter mode that takes into acount the maximum walkable slope when filtering voxels.
#rb Robert.Seiver
#rb Frederic.Doll
[CL 28514590 by aris theophanidis in ue5-main branch]