-
```
In findStraightPath, the apex does not change unless a right or left turn
is needed to get to the next portal.
The problem is that this can cause some important changes in elevation to
be igno…
-
```
There are a few cases where pointer differences are used to generate indices.
However, without a cast, these generate warnings about cramming a 64bit integer
into a 32bit return type
```
Origin…
-
```
hi Mikko Mononen:
I use your recastnavigation in my 3d game develop.
My terrain size is 2048 * 2048.
I use Sample_TileMesh to generate navmesh.
The vertexs and indices are too large, so rcMeshLo…
-
```
DetourCrowd\Source\DetourPathCorridor.cpp: 449
in dtPathCorridor::movePosition(), there is no check for result of the
navquery->moveAlongSurface() function, so if it's failed, agent will recei…
-
```
I commented code that is incorrect and added code that does what was originally
intended.
dd.end();
dd.begin(DU_DRAW_POINTS, 6.0f);
for (int i = 0; i < m_nst…
-
```
What is the expected output? What do you see instead?
Calling rcBuildPolyMesh() on a simple mesh under valgrind reports a problem in
Recast:
==10421== Source and destination overlap in memcpy(0…
-
```
I recently started using dtTileCache in my project and came upon this issue a
lot when testing.
Sometimes, the Navigation Mesh in a tile would be below where it was supposed
to be.
I tracked t…
-
```
Hi there,
After our game hanged several times when an agent couldn't find a position on
on the navmesh, I started digging into your code and found an uninitialized
array of floats in DetourCrow…
-
```
What steps will reproduce the problem?
1. Just noticed this in code, didn't try to create a repro case.
What is the expected output? What do you see instead?
In DetourCrowd.cpp, there are some in…
-
```
Hi,
When generating a navigation mesh for our game, I got an
AccessViolationException because Recast tried to access an index outside the
range of a data array.
The crash occured in the getHei…