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https://github.com/TorqueGameEngines/Torque3D.git
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don't use MarkerObjectTypes for navmesh generation
do use a minium radius for clicking on a link to select it in the tooling
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f2a5b06803
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4481bdc726
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@ -454,8 +454,8 @@ S32 NavMesh::getLink(const Point3F &pos)
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{
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if(mDeleteLinks[i])
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continue;
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SphereF start(getLinkStart(i), mLinkRads[i]);
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SphereF end(getLinkEnd(i), mLinkRads[i]);
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SphereF start(getLinkStart(i), mMax(mLinkRads[i],0.25f));
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SphereF end(getLinkEnd(i), mMax(mLinkRads[i], 0.25f));
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if(start.isContained(pos) || end.isContained(pos))
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return i;
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}
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@ -653,7 +653,7 @@ DefineEngineMethod(NavMesh, deleteLinks, void, (),,
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static void buildCallback(SceneObject* object, void* key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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if (!object->mPathfindingIgnore)
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if (!object->mPathfindingIgnore && (object->getTypeMask() & MarkerObjectType) == 0)
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object->buildPolyList(info->context, info->polyList, info->boundingBox, info->boundingSphere);
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}
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