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As long as you save it :)
will make an expensive navmesh
all view data is nuked by the engine whenever an area is added and maybe removed? so edited navmeshes are made cheap by the engine
This "huge gap" issue seems to only happen on large, flat areas on the map
I have seen nav_generate_cheap_expanded really struggle with large flat open areas
I don't know why the issue exists though (it might originate from how the command even works)
however, I'm not sure if I removed the navmesh or not from the map (I find it satisfying to generate navmeshes, which is why I delete them and regenerate them a lot)
The specific map this happens on is gm_tornado_village (both versions of the map)
Globalmerging... & finishing with a nav_analyze
Originally cheap navmesh detected. Will nav_analyze cheap...
navmesh_override_expensive to override.
UTIL_GetListenServerHost() called from a dedicated server or single-player game.
nav_edit 1;nav_analyze
I think there's a bug
i made it to have ( basically ) no perf impact when commands aren't being used, should be perfectly fine to add live