// Copyright Epic Games, Inc. All Rights Reserved. #pragma once /** * Versioning, Note the correct way of doing this is now to use the Custom Version see Ar.UsingCustomVersion(XXXBranchObjectVersion::GUID) this solves issues when versioning * is changed in different branches at the same time. */ #define NAVMESHVER_INITIAL 1 #define NAVMESHVER_TILED_GENERATION 2 #define NAVMESHVER_SEAMLESS_REBUILDING_1 3 #define NAVMESHVER_AREA_CLASSES 4 #define NAVMESHVER_CLUSTER_PATH 5 #define NAVMESHVER_SEGMENT_LINKS 6 #define NAVMESHVER_DYNAMIC_LINKS 7 #define NAVMESHVER_64BIT 9 #define NAVMESHVER_CLUSTER_SIMPLIFIED 10 #define NAVMESHVER_OFFMESH_HEIGHT_BUG 11 #define NAVMESHVER_LANDSCAPE_HEIGHT 13 #define NAVMESHVER_LWCOORDS 14 #define NAVMESHVER_OODLE_COMPRESSION 15 #define NAVMESHVER_LWCOORDS_SEREALIZATION 17 // Allows for nav meshes to be serialized agnostic of LWCoords being float or double. #define NAVMESHVER_MAXTILES_COUNT_CHANGE 19 #define NAVMESHVER_LWCOORDS_OPTIMIZATION 20 #define NAVMESHVER_OPTIM_FIX_SERIALIZE_PARAMS 21 // Fix, serialize params that used to be in the tile and are now in the navmesh. #define NAVMESHVER_MAXTILES_COUNT_SKIP_INCLUSION 22 #define NAVMESHVER_TILE_RESOLUTIONS 23 // Addition of a tile resolution index to the tile header. #define NAVMESHVER_TILE_RESOLUTIONS_CELLHEIGHT 24 // Addition of CellHeight in the resolution params, deprecating the original CellHeight. #define NAVMESHVER_1_VOXEL_AGENT_STEEP_SLOPE_FILTER_FIX 25 // Fix, remove steep slope filtering during heightfield ledge filtering when the agent radius is included into a single voxel #define NAVMESHVER_TILE_RESOLUTIONS_AGENTMAXSTEPHEIGHT 26 // Addition of AgentMaxStepHeight in the resolution params, deprecating the original AgentMaxStepHeight. #define NAVMESHVER_LATEST NAVMESHVER_TILE_RESOLUTIONS_AGENTMAXSTEPHEIGHT #define NAVMESHVER_MIN_COMPATIBLE NAVMESHVER_LWCOORDS_OPTIMIZATION