Wondering what you lot think.
I’ve got a mind to bin off a bunch of the UE4 navigation modifier code because it angers me a bit. But there’s a risk that keeping any improvements up to date from engine builds would become harder. So do I bin it off, or code an alternate but duplicated in many ways code path?
I guess the AI code isn’t going to be changing regularly enough to break a build.
What code am I talking about? The sub-8-bit area id -> area “class” mapping inside the Recast impl file. Basically, I want to be able to define navmesh areas more freely for navmesh area markup and this stuff LOOKS on the surface to be semi-useful for that, but ends up being less so because its got this weird ID->AreaClass mapping instead of ID->NavArea instance mapping. Why would we want an AreaClass and not a specific instance? I guess easier for serialization? Its kind of treated as static data, which isn’t really that useful to me.
I also kind of want to fix the **** navigation so that you can actually have “smark” smartlinks. I.e. ones that actually function reliably. But maybe thats just me
Comments pls.