To avoid triggering NavMesh update when RecastMesh change should not change
NavMesh.
Based on the following assumption:
Given a set of transformations and a bounding shape for all these
tranformations, a new object transformation that does not change this
bounding shape also should not change navmesh if for all of this object
transformations resulting navmesh tiles are equivalent
The idea is to report back to RecastMeshManager all changes of NavMesh if there
are any assiciated with RecastMesh version. So we know the last time when
RecastMesh change resulted into the NavMesh change. When later report shows
that there was no NavMesh change for a new RecastMesh version we can assume
that any object transformation within the same bounding box should not change
NavMesh.
To fix msvc error:
components\detournavigator\objectid.hpp(14,13): error C2440: 'reinterpret_cast': cannot convert from 'const T' to 'size_t'
with
[
T=unsigned long
]
Objects no longer inherit from extra data class
"Controlled" harmful abstraction no longer exists
Introduced NiParticleModifier/NiParticleCollider abstractions
Extra data size reading moved into the base read() method
When there is only one actor (player) on a scene and it moving to other
cell first it will be removed from navigator then added. Remove cause
navmesh removing for its half extents. After it is added navmesh for
same half extents is created and added. While this all happens there are
still jobs for old navmesh are processing. Old navmesh still exists
because it is stored by shared pointer. So jobs take tiles from cache
and place them into old navmesh. After that other jobs take same tiles
from cache (half extents and coordinates are equal) and place them into
other navmesh. dtNavMesh changes tile data on add and remove. Adding tile
to two dtNavMesh corrupts tile in both nameshes.