Added ground work for tester tool
tester tool works but needs to fill out list of acceptable datablocks and spawnclasses
navpaths now share 1 navmeshquery
AIControllerData now has a vector of area costs for different polyareas
General cleanup
added an override flag to stop detour from setting our depth mask state. This was causing navmesh to draw through other objects when it wasnt meant to
Reset our bounds box for each draw cache
Clean out the link vars and functions from guinaveditorctrl its now handled by the tool
offmeshcontool: Add ability to continue to draw from the last links end point holding shift
Adds off mesh connection tool
upgrade functionality to allow setting the direction to be bi-directional
added immediate draw to duDebugDrawtorque so we can draw offmesh connections
DebugDraw for recast now caches the results
We now have a drawmode dropdown selector
drawmode changes come from the gui itself no longer from console values
all recast drawmodes are supported with the exception of drawmodes that add abilities like navqueries until the nav tester tool is imlpemented.
cache tiles data if keep intermediate is on
(we only need to cache the results of recast)
fix tile generation (again)
Add !m_geo check so that buildTile can regen the geometry needed to build the tile again.
Added chunkytrimesh - this class splits up the geometry the navmesh is interested in into kdtree for fast traversal, makes the actual navmesh generation work with smaller chunks.
Now only 1 RecastPolylist per navmesh this can be saved out in a future commit.
This is a history commit, all functionality works same as it did before but it matches recasts recommended setup more closely. Future additions may break backwards compatibility.
for player, if we're unmounting because we're being deleted, don't bother animating
for tsthreads in general, not much point in removing the threadlist, then checking if it's scaled
*just* check pathshape/staticshape/terrain for determining if we are attaching/detaching from a pathshape
and don't bother if we're not enabled and not falling
leverage minFaceDistance plus current hieght to try and ensure stepping down into a pathshape/tsstatic within the 0.1 ot -1.0 detection range range doesn't snap you through another one.
Added ability to shader features and shaderGen to create multiple instances of the same feature with the option of calling a static creation function that can take arguments in the form of a struct.
FEATUREMGR now has createFeature to take advantage of this.
The node editor requires this ability as the same node could be used multiple times with different arguments so in its update function we will be calling
```FEATUREMGR->registerFeature(feature_type, (optional default constructor), createFunction);```
then adding it to the feature set with the required arguments to build the shader feature.
```FeatureSet->add(feature_type, index, ParameterStruct);```
add change notification on intialize asset use this callback to update information about the image on refresh. Remove notification when the asset is removed and when the imagefile changes