Ok
So -1 just return the full path... So it's not really a change.
Here are few "disturbing things" in my opinion :
1) I still have results for paths that should not be found with "allow_partial_path = false" ... Like ones close from the path... This should not happen : the path from A to B does not exist in the path mesh. Is it a tolerance, based on the controller capsule size ? Can it be disabled ?
(see picture bellow)
2) Limited step paths : it's just a truncation of the best full path, whether or not you allow partial path... I see few problems about that :
A) In a labyrinth for instance, if you want to limit yourself to only 2 or 3 moves to see if a move is "doable" in order not to make thousands of calculations, the algorythm will still search the full path to the target, even if it has more steps then allowed : a waste a calculation time.
B) An allowed but longer path will not be found, while it should be ! See folowing pictures : there is an obvious 2 line path but since it's working with only a truncation of full path the "obvious path" in two move is not found.
I think it will be an improvement for the engine if these points were clarified or modified.
If I'm not undestandable I'll gladly develop... And if this has beeen fixed in the latest releases I deeeply appologise for the annoyance ^^
PS : ENGINE BUILD 29 EDITOR BUILD 14... a bit old but I plan on getting a new Licence soon (well at least if this is corrected I'll have to use a new one especially to test it ^^).
Good day everyone.