Add more memory tags for Navigation
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@@ -110,6 +110,7 @@ void NavMesh::OnAssetLoaded(Asset* asset, void* caller)
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if (Data.Tiles.HasItems())
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return;
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ScopeLock lock(DataAsset->Locker);
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PROFILE_MEM(Navigation);
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// Remove added tiles
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if (_navMeshActive)
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@@ -732,6 +732,7 @@ public:
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bool Run() override
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{
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PROFILE_CPU_NAMED("BuildNavMeshTile");
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PROFILE_MEM(Navigation);
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const auto navMesh = NavMesh.Get();
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if (!navMesh)
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return false;
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@@ -1154,6 +1155,7 @@ void ClearNavigation(Scene* scene)
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void NavMeshBuilder::Update()
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{
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PROFILE_MEM(Navigation);
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ScopeLock lock(NavBuildQueueLocker);
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// Process nav mesh building requests and kick the tasks
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@@ -1204,7 +1206,7 @@ void NavMeshBuilder::Build(Scene* scene, float timeoutMs)
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}
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PROFILE_CPU_NAMED("NavMeshBuilder");
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PROFILE_MEM(Navigation);
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ScopeLock lock(NavBuildQueueLocker);
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BuildRequest req;
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@@ -1241,7 +1243,7 @@ void NavMeshBuilder::Build(Scene* scene, const BoundingBox& dirtyBounds, float t
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}
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PROFILE_CPU_NAMED("NavMeshBuilder");
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PROFILE_MEM(Navigation);
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ScopeLock lock(NavBuildQueueLocker);
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BuildRequest req;
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