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Fix crash in GodotNavigationServer::map_get_path
, fixes #60413
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@ -158,10 +158,10 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
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while (found_route == false) {
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while (found_route == false) {
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{
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{
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gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id];
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// Takes the current least_cost_poly neighbors and compute the traveled_distance of each
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// Takes the current least_cost_poly neighbors and compute the traveled_distance of each
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for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
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for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
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gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id];
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const gd::Edge &edge = least_cost_poly->poly->edges[i];
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const gd::Edge &edge = least_cost_poly->poly->edges[i];
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if (!edge.other_polygon)
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if (!edge.other_polygon)
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continue;
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continue;
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