Some objects should be ignored for navmesh generation
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
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?