35 lines
1.9 KiB
C
35 lines
1.9 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* 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
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* is changed in different branches at the same time.
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*/
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#define NAVMESHVER_INITIAL 1
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#define NAVMESHVER_TILED_GENERATION 2
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#define NAVMESHVER_SEAMLESS_REBUILDING_1 3
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#define NAVMESHVER_AREA_CLASSES 4
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#define NAVMESHVER_CLUSTER_PATH 5
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#define NAVMESHVER_SEGMENT_LINKS 6
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#define NAVMESHVER_DYNAMIC_LINKS 7
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#define NAVMESHVER_64BIT 9
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#define NAVMESHVER_CLUSTER_SIMPLIFIED 10
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#define NAVMESHVER_OFFMESH_HEIGHT_BUG 11
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#define NAVMESHVER_LANDSCAPE_HEIGHT 13
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#define NAVMESHVER_LWCOORDS 14
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#define NAVMESHVER_OODLE_COMPRESSION 15
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#define NAVMESHVER_LWCOORDS_SEREALIZATION 17 // Allows for nav meshes to be serialized agnostic of LWCoords being float or double.
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#define NAVMESHVER_MAXTILES_COUNT_CHANGE 19
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#define NAVMESHVER_LWCOORDS_OPTIMIZATION 20
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#define NAVMESHVER_OPTIM_FIX_SERIALIZE_PARAMS 21 // Fix, serialize params that used to be in the tile and are now in the navmesh.
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#define NAVMESHVER_MAXTILES_COUNT_SKIP_INCLUSION 22
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#define NAVMESHVER_TILE_RESOLUTIONS 23 // Addition of a tile resolution index to the tile header.
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#define NAVMESHVER_TILE_RESOLUTIONS_CELLHEIGHT 24 // Addition of CellHeight in the resolution params, deprecating the original CellHeight.
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#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
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#define NAVMESHVER_TILE_RESOLUTIONS_AGENTMAXSTEPHEIGHT 26 // Addition of AgentMaxStepHeight in the resolution params, deprecating the original AgentMaxStepHeight.
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#define NAVMESHVER_LATEST NAVMESHVER_TILE_RESOLUTIONS_AGENTMAXSTEPHEIGHT
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#define NAVMESHVER_MIN_COMPATIBLE NAVMESHVER_LWCOORDS_OPTIMIZATION
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