Do not trigger NavMesh update when RecastMesh update should not change NavMesh
Morrowind content has objects which are present in physical system but don't have any impact for navmesh. But they are updating by scripts on each frame. This produces useless navmesh updates and fills cache with a lot of similar states of the same navmesh tile. One example is x/Furn_sign_inn_01.nif
in Seyda Neen
. It's a constantly rotating object by SignRotate
script. Each frame it change rotation and produce a job for navmesh update.
This object doen't have any specific NiNode
to be filtered by.
We need to avoid useless navmesh updates for such objects somehow. Any ideas how we can make it?
Edited by elsid