Fix crash in GodotNavigationServer::map_get_path, fixes #60413

This commit is contained in:
Pawel Lampe 2022-04-22 18:19:11 +02:00 committed by Relintai
parent 1e0353e179
commit cf84a36352

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