Floyd Warshall
Although these edges are actually part of the nav graph in the levels, the bots using the real-time planner don't seem to have this problem? Why is this? I thought they were basically the same, except that FloydWarshall was precomputed. Also, FloydWarshall will recognize changes made via the navBuilder, whereas the real-time planner does not.
I could use the navBuilder to fix the problem myself, except I would have to specialize for each level. Is there a way to iterate over all NavPoints/Edges with the navBuilder? I could just cut all upward pointing edges with too high of a height difference.
Here are some example edges to help you troubleshoot the problem:
DM-Flux2.PathNode13 -> DM-Flux2.JumpSpot0
DM-Gestalt.PathNode73 -> DM-Gestalt.JumpSpot21
Both of these are huge jumps near UDamage power-ups that can only be traversed using
a Shield Gun jump.