Open Gireen opened 3 years ago
It exists a special brush named common/lightgrid
which is meant to tell the map compiler to not compute useless lightgrid outside of this brush. We may imagine something similar. I'm not sure we can reuse that brush for navmesh as well because normal mapping may reuses the lightgrid for some computation, so on that chasm example, the lightgrid on the non-playable part is probably required to make it look good when looked at from playable part.
Otherwise, I don't know how the world is explored by the navmesh generator, but we may want to make it not exploring outside of clips neither within death trigger brushes (like within the chasm, no one can survive there anyway).
This is not unvanquished bug, but either a daemonmap one or directly linked to maps.
There are many unnecessary navmeshes in every map. Mostly on the outside of rooms but even inside walls and objects.