From 66856d5fb0b215a902a5dbf35091c56cc63fca1d Mon Sep 17 00:00:00 2001 From: Pawel Lampe Date: Fri, 22 Apr 2022 18:23:49 +0200 Subject: [PATCH] Fix crash in `GodotNavigationServer::map_get_path` --- modules/navigation/nav_map.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/modules/navigation/nav_map.cpp b/modules/navigation/nav_map.cpp index 217e503d82d2..a6df6bb72c96 100644 --- a/modules/navigation/nav_map.cpp +++ b/modules/navigation/nav_map.cpp @@ -142,10 +142,10 @@ Vector NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p bool is_reachable = true; while (true) { - gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id]; - // Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance. - for (size_t i = 0; i < least_cost_poly->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]; // Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon.