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Fix navmesh not finding optimal paths #28640

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bojidar-bg
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Addresses first point of #17885.

Applies changes from #21492, just in case.
I can confirm that the test project from #17885 works fine with this PR, but I cannot guarantee that the algorithm is fully correct.

@bojidar-bg bojidar-bg added this to the 3.2 milestone May 3, 2019
scene/3d/navigation.cpp Outdated Show resolved Hide resolved
for (int i = 0; i < p->edges.size(); i++) {

Polygon::Edge &e = p->edges.write[i];

if (!e.C)
continue;

#ifdef USE_ENTRY_POINT
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I wonder what's the point of this define since it can't be toggled conditionally. Sounds like we're maintaining dead code in the #else branches.

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It was added in #22047, so I decided to not touch it yet.

@akien-mga akien-mga merged commit 913620a into godotengine:master May 3, 2019
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Thanks!

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2 participants