Mountain

Highlighting some more new tools and improvements in AeonixNavigation:

  • Fixed various performance issues with debug line rendering in the editor
  • Adjusted pathfinding heuristic calculations to allow balancing between Euclidean & Velocity methods
  • Added batch testing actor for visualizing large batches of pathfinds 
  • Fixed octree visualisation rendering so you can view the voxel structure in the editor again

The batch testing actor has been useful, it's already found a bug where for some reason the pathfinder is able to find a way through a seemingly solid wall of voxels. I will need to dive into adding some more visualisation of the octree link structure and inspect the pathfinding exploration code to find out what's happening.

A short video covering these below :