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Layer index limit #86

@mpowell90

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@mpowell90

I'm reviewing the viability of using polyanya for nav mesh generation and pathfinding across a map using procedurally generated terrain chunks. Assuming a singular NavMesh which uses layers to connect adjacent terrain chunks, the u8 layer index limit for stitching becomes an issue.

The chunking algorithm i've designed spawns / despawns adjacent terrain chunks around the characters as they traverse the map but this can lead to more than 255 layers.

Is there a reason for the u8 limit? Could this be increased?
Is there a better approach I could take to traverse separate nav meshes rather than attempting to stitch layers together?

Happy to submit a PR if they are welcome?

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