Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Public/NavMesh/RecastVersion.h
frederic doll 44f31f2927 Remove Recast steep slope filtering when the agent radius is only 1 voxel
#rb aris.theophanidis, mieszko.zielinski
#preflight 63d2c25fd21dbe1d29b14627

[CL 23888570 by frederic doll in ue5-main branch]
2023-01-27 14:20:41 -05:00

30 lines
1.5 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
/** Versioning */
#define NAVMESHVER_INITIAL 1
#define NAVMESHVER_TILED_GENERATION 2
#define NAVMESHVER_SEAMLESS_REBUILDING_1 3
#define NAVMESHVER_AREA_CLASSES 4
#define NAVMESHVER_CLUSTER_PATH 5
#define NAVMESHVER_SEGMENT_LINKS 6
#define NAVMESHVER_DYNAMIC_LINKS 7
#define NAVMESHVER_64BIT 9
#define NAVMESHVER_CLUSTER_SIMPLIFIED 10
#define NAVMESHVER_OFFMESH_HEIGHT_BUG 11
#define NAVMESHVER_LANDSCAPE_HEIGHT 13
#define NAVMESHVER_LWCOORDS 14
#define NAVMESHVER_OODLE_COMPRESSION 15
#define NAVMESHVER_LWCOORDS_SEREALIZATION 17 // Allows for nav meshes to be serialized agnostic of LWCoords being float or double.
#define NAVMESHVER_MAXTILES_COUNT_CHANGE 19
#define NAVMESHVER_LWCOORDS_OPTIMIZATION 20
#define NAVMESHVER_OPTIM_FIX_SERIALIZE_PARAMS 21 // Fix, serialize params that used to be in the tile and are now in the navmesh.
#define NAVMESHVER_MAXTILES_COUNT_SKIP_INCLUSION 22
#define NAVMESHVER_TILE_RESOLUTIONS 23 // Addition of a tile resolution index to the tile header.
#define NAVMESHVER_TILE_RESOLUTIONS_CELLHEIGHT 24 // Addition of CellHeight in the resolution params, deprecating the original CellHeight.
#define NAVMESHVER_1_VOXEL_AGENT_STEEP_SLOPE_FILTER_FIX 25 // Fix, remove steep slope filtering during heightfield ledge filtering when the agent radius is included into a single voxel
#define NAVMESHVER_LATEST NAVMESHVER_1_VOXEL_AGENT_STEEP_SLOPE_FILTER_FIX
#define NAVMESHVER_MIN_COMPATIBLE NAVMESHVER_LWCOORDS_OPTIMIZATION