Add support for holes when triangulating HeightMapShape3D for navigation #101380
+21
−7
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NavMeshGenerator3D will no longer not attempt to generate triangles touching points where the heightfield value is either NAN (represents a hole in GodotPhysics3D and Jolt) or FLT_MAX (represents a hole in Jolt only afaik) when triangulating StaticBody3Ds that use a HeightMapShape3D for collision.
Solves an issue that has complicated navmesh generation on complex landscapes for a while now. Attempting to generate navigation using a heightfield with holes in it before this would quietly fail.
Example of navigation generated over a heightmap collider: