Stefan,
As I'm still puzzled ???

why some nodes are lacking neighbours even when I first run as a human player all over the map... I tried to dig deeper in the RBN files and in NodeMachine.cpp.
It looks like in cNodeMachine::add(), there is probably a mistake:
Code:
if ((Nodes[j].origin.z - Nodes[index].origin.z) > 0)
hull_type = human_hull; // when we fall, be sure we can freely fall.
If I understand it correctly, this means that as soon as the move is not strictly horizontal, a check is done whether a human shape can go through the move without hitting anything.
Which is correct when the player/bot falls, but, IMHO
it is not correct when the player/bot just move from one plane to another one (like in moving from an horizontal plane to a downhill slope -- like in as_oilrig when going from the horizontal platform to the downhill slope leading to the 'control tower').
What about a basic test to check whether the player/bot is falling or simply going downhill ? Like:
Code:
if (Nodes[j].origin.z - Nodes[index].origin.z) > func_distance(vNormalizedOrigin, vNormalizedIndex)) // Falling since maximum safe slope is 45 degree
hull_type = human_hull; // when we fall, be sure we can freely fall.
NB: attached newer version of DumpNodes & DrawNodes with more information and checks.
-eric