Edited: Although I did not end up making a 'fused' navigation mesh, i did convenience myself by exposing the NavigationMesh.cpp method 'create_from_mesh'. I did not realize it, so for anyone else who reads this who might not know, a Navigation Node can contain more than one navigation mesh instance which it will consider when path finding! Amazing!
So, although i did not 'solve' my problem, I did get what I essentially wanted to work, to work!
Having trouble ordering the indices of polygons that are to be added to a navmesh.
the map is generated in a somewhat random order, but the indices are always retrieved with a linear iteration, so the polygons they determine end up in a linear fashion and not according to the locations of the vertices that they count
all i can think now is something along the lines of iterating through the 'grid' that represents where the meshes are within a rectangular bounds, seeing if a mesh is next to it, and then somehow sorting the indices based on that, but firstly im not sure if that's right, and if it is, then im definitely struggling to figure out how
The first image shows that there are a bunch of meshes individually placed
Then, the second image represents those meshes' vertexes all fused into a single new mesh
The new mesh is indexed with surface tool
The new mesh has its vertex_face() IntArray's retrieved with meshdatatool
Those are used for polygons to create a nav mesh
But the last image shows what those groups end up making the nav mesh look like
