Files
2025-05-18 13:04:45 +08:00

35 lines
1.9 KiB
C

// 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