Don't crash when trying to add an invalid navmesh
It is possible to try to add an invalid object as a navmesh through GDScript which results in an engine crash. This creates a debug message that should help the user figure out what's wrong.
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@ -35,6 +35,7 @@ void Navigation::_navmesh_link(int p_id) {
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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ERR_FAIL_COND(!navmesh_map.has(p_id));
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NavMesh &nm = navmesh_map[p_id];
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NavMesh &nm = navmesh_map[p_id];
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ERR_FAIL_COND(nm.linked);
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ERR_FAIL_COND(nm.linked);
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ERR_FAIL_COND(nm.navmesh.is_null());
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PoolVector<Vector3> vertices = nm.navmesh->get_vertices();
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PoolVector<Vector3> vertices = nm.navmesh->get_vertices();
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int len = vertices.size();
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int len = vertices.size();
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